Posts Tagged ‘Super Rare’

Greetings Fellow Dice Fans!

 

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

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

Box

Promo Card and Pack Insert

W Wolverine, James Howlett

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

Rules Insert_0001

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

Gravity Feed
Commons

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

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

Uncommons

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

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

Rares and Super Rares

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

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

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

New Ability Keywords

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

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

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

Returning Keywords

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

Impulse
Infiltrate
Overcrush
Regenerate

Affiliations

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

New!

Brotherhood of Evil Mutants
Brotherhood of Evil Mutants

Exiles
Exiles

Returning

X-Men
X-Men

DC Villain Affiliation
Villain

Favorites

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

Blob

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

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

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

Boom Boom

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

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

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

Danger Room

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

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

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

Scarlet Witch and Emma Frost

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

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

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

Mimic Banshee The Blackbird

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

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

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

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

Hellfire Club Polaris Blink

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

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

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

Final Thoughts

Fave Dice

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

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

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

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

Roll on, Dice Masters!

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Greetings Fellow Dice Fans!

 

Logo

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

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

Box

Promo Card and Pack Insert

W Star-Lord, Let's Dance

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

Rules Insert

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

Gravity Feed
Commons

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

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

Uncommons

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

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

Rares and Super Rares

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

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

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

New Ability Keywords

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

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

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

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

Returning Keywords

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

Aftershock
Ally
Continuous
Deadly

Fast
Intimidate
Overcrush

Underdog

Affiliations

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

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

Favorites

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

 

Blog Faves 1

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

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

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

Blog Faves 2

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

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

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

Blog Faves 3

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

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

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

Blog Faves 4

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

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

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

Blog Faves 5

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

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

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

Blog Faves 6

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

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

Final Thoughts

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

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

Fave Dice

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

Logo

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

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

Batman Box

Promo Card and Pack Insert

W Batgirl, Carrying the Mantle

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

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

Rules Insert

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

Gravity Feed
Commons

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

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

Uncommons

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

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

Rares and Super Rares

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

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

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

New Ability Keywords

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

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

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

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

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

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

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

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

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

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

Returning Keywords

Ally
Continuous

Fast
Intimidate

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

New Affiliations

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

New Gods Affiliation
New Gods

Favorites

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

Favorites 1

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

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

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

Favorites 2

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

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

Favorites 3

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

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

Favorites 4

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

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

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

Favorites 5

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

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

Final Thoughts

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

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

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

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

Roll on, Dice Masters!

 

Greetings Fellow Dice Fans!

 

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

01-gravity-feed

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

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

Promo Card and Pack Insert

01-promo

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

01-rules-insert

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

Gravity Feed
Commons

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

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

Uncommons

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

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

Rares and Super Rares

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

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

#123     Phoenix Force Magneto (Super Rare)

New Ability Keywords

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

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

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

*UPDATE*

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

Example:

dogpool-woof

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

Here is where the disagreement comes in.

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

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

My Reasoning

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

The Majority’s Reasoning

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

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

******

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

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

Returning Keywords

Ally
Fast
Impulse
Regenerate

Swarm
Underdog

New Affiliations

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

01-affiliation-deadpool
Deadpool

01-affiliation-inhumans
Inhumans

Favorites

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

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

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

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

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

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

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

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

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

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

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

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

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

Final Thoughts

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

WizKids recently spoiled eight of the super rare cards from the Marvel Deadpool set. The Reserve Pool has done a two part review (Part 1 and Part 2) of the super rares and discussed them on their Podcast as well. I thought I’d write up a Preview/Review article for these cards as well. Most of the recent sets have only had eight super rare cards, so it’s safe to assume that these are all the super rare cards in the Deadpool set. But, WizKids could surprise us and throw in a few more.

I do not have pictures for any of the cards, but you can see all the cards in TRP’s Part 1 Review and TRP’s Part 2 Review articles. I haven’t read their articles yet, because I don’t want subliminal influences for this article. I fully intend to read both of their articles as soon as I’ve finished and published this article.

Standard Super Rares

These super rares all have one energy type and a purchase cost of five, except for Multiple Man. Most of the cards have a maximum of four Max Dice, with the exception of Multiple Man.

Deadpool: Why Isn’t There A Hero Affiliation?

Deadpool is a five cost, Fist character with the Deadpool affiliation and his text reads:

“When Deadpool is KO’d, KO target opposing level 1 character die.”

Deadpool has TFC (Total Fielding Cost) of three (0/1/2) with stats of 2/4, 4/4, 5/5. I don’t see anything spectacular about his fielding costs or stats.

Deadpool’s ability is okay but you need to use him in conjunction with another character or action that spins or makes characters level one to get the most bang for your chimichangas. The best card I can think of (off the top of my head) to pair with Deadpool is Stealth Ops: Basic Action Card. Deadpool can be particularly useful to get rid of a problem character, like an Oracle: Master Investigator. This could take up two card slots on your team for a combo that you may not use, and in a competitive setting, I feel the game is too fast right now for something like this.

As for casual play, this card with Stealth Ops or another similar type card, might be a fun combo to play with. I don’t think it’s overpowered for a casual setting, and this gives Deadpool super fans a chance to use their beloved character with a fun gimmick, befitting of Deadpool.

Overall, I’m not crazy about this card, but he could be fun in casual play.

Lady Deadpool: Earth 3010

Lady Deadpool is a five cost, Shield character with the Deadpool affiliation and her text reads:

“While Lady Deadpool is active, when you use an action die, you may pay BOLT. If you do, you may immediately use the ability of that action die a second time with the same number of bursts.”

Lady Deadpool has TFC of three (0/1/2) with stats of 3/3, 4/4, 5/5. Her fielding costs and stats are close in line with Deadpool’s, so they’re about average for a five cost character.

Lady Deadpool’s ability is very powerful for anyone using a team focused on Action Dice. At the cost of a single Bolt energy, you can use the ability of Action Die you just used. We don’t have an official ruling on how abilities like this work with Continuous Action Dice, but this is how I would rule it:

Her ability says that you can use the ability a second time. Effects end at the end of turn, so if you copy the ability of a Continuous Action Die and you don’t actually use the ability, you can’t save it. You need to use the ability immediately and if you can’t or the ability won’t go off until after your turn ends, then the copy of the ability fizzles. Lady Deadpool doesn’t add an additional copy of an Action Die. She only allows you to use the ability of an Action Die that you’ve just played.

Lady Deadpool would be very useful with Polymorph, Vicious Struggle, Kryptonite: Green Death, or any other Action Die that could be useful multiple times. Actions like Delayed Blast Fireball wouldn’t be beneficial because the effect would clear at the end of turn. I think Lady Deadpool has the potential to see some competitive play, even with her purchase cost of five, but she could be a little too confusing for beginners in casual play.

Multiple Man: Pile On!

Multiple Man is a two cost, Mask character with the X-Men affiliation and his text reads:

Swarm (While this character is active, if you draw this die during your Clear and Draw Step, draw and roll an extra die.)”

Multiple Man has TFC of four (1/1/2) with stats of 1/1, 2/2, 4/4. His fielding costs are not perfect, but for a character that only costs two energy, his stats aren’t terrible.

Multiple Man is definitely my favorite super rare of this set. He’s also the only one to have a max dice count of SIX! That’s right – a Swarm character with six dice!!! And he’s a Mask character on top of it. All of my locals know how much I absolutely love Swarm and I’m super excited for this super rare. I’m not crazy about his fielding costs, but you only need to get one of him in the Field Zone anyway. I think he’s got great potential for competitive play and I don’t think he’ll be an issue with casual play. He’s not overpowered and he helps ramping with or without PXG. I do like that his level three side is a 4A and 4D. Swarm characters are typically victims of Magic Missile, but on level three, Multiple Man won’t fall easily!

One important note about Swarm – it works as a While Active ability, which is like a light (it’s either on, or off). You only need one Multiple Man in the Field Zone to get the full benefit of his Swarm ability.

X-23: Blades of Rage

X-23 is a five cost, Bolt character with no affiliation and her text reads:

“When X-23 attacks, roll all dice in all players’ Prep Areas. For each energy rolled, X-23 gets +2A. (Count energy symbols, not faces that show energy.) Return all rolled dice to their respective Prep Areas.”

X-23 has TFC of six (1/2/3) with stats of 4/2, 5/3, 7/4. Her fielding costs are high and her defense is low. Even with her attack of five and seven on her level two and three sides, I’m not a fan of her stats at all.

I don’t know that her ability is good enough to get her into top tier play. I could definitely see her on some rogue teams in competitive play though. She’s a Bolt character, which is really good with Bolt/Ring as an additional win condition. I may try to experiment with her and Stealth Ops on a Bolt/Ring variant. There are usually always dice in the Prep Area and she has the potential to be a beefy attacker.

I think she could be fun for some casual play as well. Her ability isn’t all that confusing since they clarified that she counts energy symbols and not faces in the card text. Her costs and stats are decent for casual play, and it’s pretty clear that she’s an aggressive type character with her attack being high and defense being low on all faces.

Crossover Super Rares

All four of these super rares cost six energy and require you spend at least one of each energy type to purchase them. You can use Wild energy to purchase these, unlike the White Lantern characters that specifically state on the cards that you can’t use Wild energy to purchase them. None of these characters have an affiliation. All of the Crossover super rare cards have a maximum of one die. Their dice are unique to their cards, so if you get your hands on one of these, make sure you keep up with the die!

Captain America with Mjolnir: Worthy

Captain America with Mjolnir has a TFC of five (1/2/2) with stats of 4/5, 5/6, 7/7.

“While Captain America with Mjolnir is active, the first time you use a Global Ability each turn, deal 1 damage to target opponent.
While Captain America with Mjolnir is active, the first time you use an action die each turn, deal 1 damage to target opponent.”

I really like this ability and his combat stats. What I’m not a fan of is his purchase cost being six and fielding costs. I almost wish they had kept with the White Lantern restriction of not being able to use Wild energy for the purchase cost and left the purchase cost at four. It looks like the best options of reducing the costs of these cards would be Blue-Eyes White Dragon: Monstrous Dragon or Big Entrance: Basic Action Card.

But if you can get this Captain America in the Field Zone, he is a force to be reckoned with. Using Polymorph could help you get him into the Field Zone without paying his fielding cost. He doesn’t have to be spun up from level one necessarily, because his level one stats aren’t bad. His defense of five will help keep him safe from most direct damage, which is great since he only has one die. Overall, I like this card and think he’s good for casual, and has potential for competitive.

Charles Xavier, Juggernaut: Brains and Brawn

Charles Xavier, Juggernaut has a TFC of four (1/1/2) with stats of 2/4, 5/4, 7/4.

“When Charles Xavier, Juggernaut, attacks, name a die and draw a die from your bag. If it is the named die, add it to your Prep Area and spin this die up 1 level. Otherwise, add it to your Used Pile.”

I think others have mentioned this, but I’m going to say it as well – Charles Xavier, Juggernaut does not have Overcrush…  I don’t think any of the Juggernaut characters have a built in Overcrush. His stats are great for Overcrush on his level two and three sides, and his fielding costs for these stats aren’t terrible. If you build a team and use this character, you probably will want to add something like the Hulk Out: Basic Action Card to give this character Overcrush. His actual ability isn’t something I’m crazy about and would only be useful if you could almost guarantee what you would draw. There are far better ways to Prep dice and I really don’t feel like this card is worth adding to any team, casual or competitive.

Phoenix Force Magneto: Nowhere Is Safe Anymore

Phoenix Force Magneto has a TFC of six (1/2/3) with stats of 6/6, 7/7, 9/9.

“When fielded, reroll X active character dice you control. After you do so, target opponent must reroll X active character dice they control. (Your opponent chooses which dice.)”

I like being able to control things and this ability is almost more valuable to me than Storm: Wind-Rider, even though he doesn’t do damage like she does. He could help clear the Field Zone better than Storm does. His biggest drawback is his purchase cost of six, but those combat stats are pretty amazing. But if you combo this card with Parallax‘s Global, you could get your characters back into the Field Zone if they rolled up as energy from his ability. I could see this card sneaking onto a few competitive teams, especially since a lot of teams use Parallax. And even the Elf Thief: Lesser Harper could be beneficial to help get rid of energy your opponent rolled, thanks to Magneto’s ability. I don’t like playing the Lottery and the Lottery hates me… Every time I use Parallax’s Global, I feel like I get ripped off, just like buying a lottery ticket. That’s why I don’t play either Lottery, usually…

But for a casual setting, not sure I’d recommend this guy. He’s expensive and his ability is a When Fielded ability, meaning it may be harder to use him multiple times. You could always Fabricate with him, but even that’s limited to four if you bring four dice for the Golem. You could attack with him, but if they have a blocker, they’re going to block him for sure. And then, when you do cycle him, you need to pay to field him again. In a casual setting, that’s a brutal fielding cost on level three. Most casual teams don’t get more than four or five dice per turn, so spending all the energy on fielding him could hurt a casual team. It also hurts a ton when you roll too many Sidekick faces and not enough energy to field that level three Phoenix Force Magneto die.

Wolverine Lord of Vampires: The X-Vampires Will Feed

Wolverine Lord of Vampires has a TFC of six (1/2/3) with stats of 4/4, 6/6, 8/8.

“While Wolverine Lord of Vampires is active, when an opposing character die is KO’d, he deals 1 damage to target opponent and you gain 1 life.”

The first cards that come to mind, as combo cards, when I read this ability are Delayed Blast Fireball: Basic Action Card, Hulk: Green Goliath and Magic Missile: Basic Action Card. Any of those cards could form a great combo with Wolverine Lord of Vampires, especially later in the game when you’re down on life. Effective life gain could be a huge game changer! I don’t like that I need one of every type of energy to purchase him, but at least I can reduce his cost and use Wild energy too. I could see someone trying to sneak this guy onto a competitive team, but I don’t think he’s fast enough for the current meta to be the focus of a team. I could definitely see someone using him as an alternative win condition.

 For casual play, I think this guy could be fun to play around with, but I would be cautious in building around him. If you’re playing casual, you don’t want to run combos that could hurt your local casual scene. I think this card falls into that danger category because when paired with the right cards, he could potentially devastate an opponent.

Final Thoughts

So, I’m most excited about Lady Deadpool and Multiple Man. I’m not super excited about any of the Crossover super rare characters. I’m fairly confident that these are all of the super rares for the Deadpool set and I hope they don’t add anymore. I also hope they don’t add chase cards like the full art Black Lanterns and full art Zombies. While those cards are cool, I’ve never personally seen one pulled from a pack and we opened tons of those two sets. I only have one full art chase card, and I got that in a trade with a friend.

Overall, I think there are several playable super rares. And even if they may not make top tier, I think that they could still make their way into the competitive scene.

What is your favorite super rare from this set?
Do you think any could change the meta?
Leave me a comment here or on Facebook at Dice Dice Kitty and thank you for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

Today, we’re going to take a look at Ronin: Between Employers from the Marvel Civil War set.

ronin-between-employers

Ruling – Ability

While Ronin is active, you may redirect all damage from one source to one of your Ronin dice, but you can only do this once per turn.

Ronin’s ability is a While Active ability. While Active abilities work regardless of how many of that character’s dice are in the Field Zone. I’ve heard it compared to a light switch – it’s either on, or it’s off.

This ability also says may, which means you do not have to use the ability unless you choose to use it. This also means that if you forget to use the ability, you do not get backtrack to use it.

Ronin’s ability to redirect damage does not change the damage type or alter the damage in any way. If the source is dealing ability damage, then Ronin’s ability is redirecting ability damage. If the source is dealing combat damage, then Ronin’s ability is redirecting combat damage.

If you only have one Ronin die active and he is the target of damage, he may not redirect the damage from that source to himself. I do not have an official ruling on this, but I base it off of the wording in the Rulebook on page 21-22. It says:

Other powers redirect a game effect (usually damage). When an effect is redirected, the target of the effect changes from its original target to the new one as described in the game text, even if the new target is your opponent’s character. The source of the effect remains unchanged from the original.

If Ronin is already the target of the damage, he can’t make himself the ‘new’ target. If you have more than one Ronin active and one is being targeted by damage, you can redirect the damage to the Ronin die that isn’t being targeted.

If a character has an ability that can be triggered or activated multiple times in a turn, each trigger or activation is considered a separate source of damage. This means that an ability that can be used more than once each turn can not be fully redirected by Ronin, only one source or instance can be redirected. A character with an ability that does damage can have that damage redirected, but if that same character attacks, the combat damage cannot be redirected because the combat damage is a different source.

Ronin can only redirect damage and cannot redirect life payment or life loss, such as the one associated with the Global on The Front Line: Basic Action Card.

Ronin’s ability is a reactive ability.

Affiliations and Types

Ronin: Between Employers is a Mask Character and has the Avengers affiliation.

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.

Example One:
Ronin redirecting ability damage.

~ I have one level two Ronin (2A/4D) die active and my opponent has one level one Cheetah: Cursed Archeologist (2A/2D) die active.
~ (Attack Step) My opponent declares Cheetah as an attacker. Her ability triggers and my opponent chooses me as the target.
~ (Attack Step) I tell my opponent that I want to use Ronin’s ability to redirect the damage from Cheetah’s ability to Ronin’s die. Ronin has one damage on him now.
~ (Attack Step) I declare Ronin as a blocker and block Cheetah.
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice or Globals. I decide not to use any Globals.
~ (Attack Step – Assign Damage) Ronin and Cheetah each deal their attack value in damage to each others’ defense. Cheetah is KO’d and placed in the Prep Area. Ronin has three damage on him now but his defense is four, so he isn’t KO’d and stays in the Field Zone.

Example Two:
Ronin redirecting combat damage.

~ I have one level three Ronin (3A/5D) die and one Sidekick die active in the Field Zone. My opponent has a level two Blue Beetle: Jamie Reyes (4A/1D) active in the Field Zone.
~ (Main Step) My opponent spends one Fist energy for the Global on The Front Line: Basic Action Card and targets my Ronin die.
~ (Attack Step) My opponent declares Blue Beetle as an attacker.
~ (Attack Step) I declare my Sidekick as a blocker.
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice or Globals. I decide not to use any Globals.
~ (Attack Step – Assign Damage) I tell my opponent that I want to use Ronin’s ability to redirect the damage from Blue Beetle’s attack to my Ronin die. The damage that Blue Beetle would have done to the Sidekick is now done to Ronin. Ronin is not KO’d because he has a defense of five and has taken no other damage this turn. Blue Beetle takes one damage from the Sidekick that’s blocking him. Blue Beetle is KO’d and sent to the Prep Area because he only has a defense of one. The Sidekick and Ronin remain in the Field Zone.

Example Three:
One Ronin die vs a character with Overcrush.

~ I have one level one Ronin (1A/2D) die in the Field Zone. My opponent has one level two Martian Manhunter: Green Martian (6A/2D) die in the Field Zone.
~ (Attack Step) My opponent declares an attack with Martian Manhunter.
~ (Attack Step) I declare Ronin as a blocker and block the Martian Manhunter.
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice or Globals. I decide not to use any Globals.
~ (Attack Step – Assign Damage) Ronin takes six damage from Martian Manhunter. Martian Manhunter takes one damage from Ronin. Ronin is KO’d and sent to the Prep Area. Martian Manhunter will remain in the Field Zone.
~ (Attack Step – Assign Damage) Because Martian Manhunter has Overcrush, I will take the difference in damage between Martian Manhunter’s attack and Ronin’s defense. I take four damage. I cannot use Ronin to redirect the damage because Ronin is already being damaged by the source.

Example Four:
Two blocking characters (one Ronin) vs a character with Overcrush.

~ I have one level one Ronin (1A/2D) die and a Sidekick die in the Field Zone. My opponent has one level two Martian Manhunter: Green Martian (6A/2D) die in the Field Zone.
~ (Attack Step) My opponent declares an attack with Martian Manhunter.
~ (Attack Step) I declare Ronin and the Sidekick as blockers and block the Martian Manhunter.
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice or Globals. I decide not to use any Globals.
~ (Attack Step – Assign Damage) I tell my opponent that I want to use Ronin’s ability to redirect all Martian Manhunter’s damage to Ronin so the Sidekick doesn’t take any damage.
~ (Attack Step – Assign Damage) Ronin takes all six of Martian Manhunter’s damage and the Sidekick takes zero damage. Because there is still a blocker, Martian Manhunter’s Overcrush does not hit my life total.

Example Five:
One Ronin blocking and one Ronin not blocking vs a character with Overcrush.

~ I have two level one Ronin (1A/2D) dice in the Field Zone. My opponent has one level two Martian Manhunter: Green Martian (6A/2D) die in the Field Zone.
~ (Attack Step) My opponent declares an attack with Martian Manhunter.
~ (Attack Step) I declare one Ronin as a blocker and block the Martian Manhunter.
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice or Globals. I decide not to use any Globals.
~ (Attack Step – Assign Damage) I tell my opponent that I want to use Ronin’s ability to redirect all Martian Manhunter’s damage to the Ronin die that isn’t blocking.
~ (Attack Step – Assign Damage) The Ronin die that isn’t blocking takes all six of Martian Manhunter’s damage and the Ronin that is blocking takes zero damage. Because there is still a blocker, Martian Manhunter’s Overcrush does not hit my life total.

Example Six:
Two Ronin dice blocking two characters with Overcrush.

~ I have two level one Ronin (1A/2D) dice in the Field Zone. My opponent has two level two Martian Manhunter: Green Martian (6A/2D) dice in the Field Zone.
~ (Attack Step) My opponent declares an attack with both Martian Manhunter dice.
~ (Attack Step) I declare each Ronin as a blocker and block each Martian Manhunter die with a Ronin die.
(Ronin 1 blocking Martian Manhunter 1, Ronin 2 blocking Martian Manhunter 2)
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice or Globals. I decide not to use any Globals.
~ (Attack Step – Assign Damage) I tell my opponent that I want to use my Ronin 1’s ability to redirect all of the Martian Manhunter 2’s damage to Ronin 1’s die.
~ (Attack Step – Assign Damage) Ronin 1 is KO’d and Martian Manhuter 1 hits my life total for six because his blocker was KO’d. Ronin 2 is not KO’d and Martian Manhunter 2 doesn’t deal any damage to my life total.

Example Seven:
Ronin vs multiple triggers from one character.

~ I have a level two Ronin (2A/4D) die in the Field Zone. My opponent has a level two Nova: The Human Rocket (5A/6D) die in the Field Zone.
~ (Attack Step) My opponent declares an attack with Nova.
~ (Attack Step) I declare Ronin as a blocker and block Nova.
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice, but does use the Global on the Magic Missile: Basic Action Card to do one damage to Nova.
~ (Attack Step – Action Dice and Globals) I tell my opponent that I want to use Ronin’s ability to redirect the ability damage from Nova to my Ronin die.
~ (Attack Step – Action Dice and Globals) My opponent chooses to use the Global on Magic Missile a second time. I cannot redirect the damage this time because this is a new source of damage. I take two damage.
~ (Attack Step – Assign Damage) Nova takes two damage from Ronin, and Ronin takes five damage from Nova. Nova ended up taking a total of four damage, one from each Magic Missile Global and two from Ronin. Ronin has already taken two damage from Nova’s ability and now takes five from his attack for a total of seven. Nova is not KO’d and remains in the Field Zone. Ronin is KO’d and sent to the Prep Area. Because Ronin dealt damage to Nova, I will take two damage from Nova’s ability.

Official Sources

You can find an official ruling referencing Ronin: Between Employers, here.

Page 21-22 of the Civil War Rulebook Preventing and Redirecting can be found towards the bottom of the page.
Page 21 of the Civil War Rulebook – Active and Fielded explains how While Active abilities work.

Competitive Play Rating

Ronin is a very powerful card and can easily turn the tides in your favor. His ability can be super complicated and even ruled differently in different venues, so I would recommend you clarify rulings about him with the TO beforehand. I’ve seen first hand how much Ronin can change the outcome of a game. His purchase cost is so good for such a powerful ability and since he’s a Mask character, you could easily benefit from his energy faces if he doesn’t roll a character face. His fielding costs are near perfect and his level two and three defenses are decent enough that he can survive most individual sources of damage. He’s definitely a card to consider on almost any team for competitive play.

Ronin: Between Employers gets a competitive play rating of four out of five stars.
4 Stars

Casual Play Rating

Ronin is very powerful for competitive play, but I wouldn’t recommend him for casual play. His ability is very complicated to use and could be very intimidating for a beginner to play against. If you want to use Ronin because you like the character, I would suggest either Ronin: Continuing the Name or Ronin: Lone Warrior when you play in a casual setting. Save the big nasty for the competitive scene. The ability of Lone Warrior is close to the ability of Between Employers, but it’s less intimidating. If the casual players in your scene play on a more competitive level, then Between Employers might not be a big deal. But I always look at my casual ratings as though the card is being used around a group of beginners. Use your best judgement when it comes to your local casual scene and always remember that casual settings should be about enjoying the game play and not have so much focus on always winning.

Ronin: Between Employers gets a casual play rating of one out of five stars.
1 Star

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!

 

It’s nice to have so much excitement over the set after all the chaos from yesterday! But everything has been straightened out with the release dates (as far as I know), and folks are getting their product.

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

01-box

If you like having a checklist for your sets, you’re in luck! A Reddit user shared a link to this Checklist. I had a buddy of mine at a local print shop make some checklists for me. They’re printed on card stock and actually really nice.

checklist

Promo Card and Pack Insert

01-promo

WizKids has been really awesome and given out promo cards with starter pre-orders lately. This set doesn’t have a starter, but they have offered these blank sketch variants of Barry Allen, Super-Sonic Punch with each sealed gravity feed. I really like that they’re offering an incentive for sealed product purchases. I made the comment earlier that Barry was so fast, they didn’t even get  picture of him for the promo.

02-insert-card

I’m really impressed that WizKids decided to put this insert in the packs instead of the WIN promotional card. This was a great move and it’s handy!

Gravity Feed
Commons

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

x3     #01     Amanda Waller
x4     #02     Barry Allen
x3     #03     Batgirl
x2     #04     Black Adam
x3     #05     Black Canary
x3     #06     Captain Cold
x3     #07     Captain Cold’s Cold Gun
x3     #08     Clay Face
x2     #09     Cosmic Treadmill
x3     #10     Cyborg
x2     #11     Deadshot
x4     #12     Deathstroke
x2     #13     Diggle
x4     #14     Doctor Light
x4     #15     Felicity Smoak
x3     #16     Firestorm
x3     #17     Giganta
x3     #18     Gorilla Grodd
x3     #19     Green Arrow
x3     #20     Hal Jordan
x3     #21     Huntress
x3     #22     Jay Garrick
x3     #23     Katana
x4     #24     Killer Frost
x2     #25     King Shark
x1     #26     Martian Manhunter
x3     #27     Merlyn
x3     #28     Power Ring
x2     #29     Professor Zoom
x3     #30     Ra’s Al Ghul
x2     #31     Rip Hunter’s Chalkboard
x3     #32     Roy Harper
x3     #33     S.T.A.R. Labs
x3     #34     Speedy
x3     #35     Static
x1     #36     Superman
x2     #37     The Atom
x3     #38     Weather Wizard
x3     #39     Wonder Girl
x2     #40     Zatanna

Uncommons

We pulled 50 uncommon cards; 9 of our uncommon were foil. We pulled all but two of the uncommons and no of our foils were duplicate.

x1     #41     Amanda Waller
x1     #42     Barry Allen
x2     #43     Batgirl
x2     #44     Black Adam
x1     #45     Black Canary
x1     #46     Captain Cold
x1     #47     Captain Cold’s Cold Gun
x1     #48     Clayface
x2     #49     Cosmic Treadmill
x0     #50     Cyborg
x1     #51     Deadshot
x1     #52     Deathstroke
x2     #53     Diggle
x1     #54     Doctor Light
x1     #55     Felicity Smoak
x0     #56     Firestorm
x1     #57     Giganta
x1     #58     Gorilla Grodd
x2     #59     Green Arrow
x1     #60     Hal Jordan
x1     #61     Huntress
x2     #62     Jay Garrick
x2     #63     Katana
x1     #64    Killer Frost
x2     #65     King Shark
x1     #66     Martian Manhunter
x1     #67     Merlyn
x2     #68     Power Ring
x2     #69     Professor Zoom
x1     #70     Ra’s Al Ghul
x1     #71     Rip Hunter’s Chalkboard
x2     #72     Roy Harper
x1     #73     S.T.A.R. Labs
x1     #74     Speedy
x2     #75     Static
x1     #76     Superman
x1     #77     The Atom
x1     #78     Weather Wizard
x1     #79     Wonder Girl
x1     #80     Zatanna

Rares and Super Rares

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

#81     Amanda Waller
#82     Batgirl
#83     Black Adam
#84     Black Canary
#85     Captain Cold
#86     Captain Cold’s Cold Gun
#90     Deadshot
#91     Deathstroke
#94     Felicity Smoak
#97     Gorilla Grodd
#103     Martian Manhunter
#107     Ra’s Al Ghul
#111     Speedy
#114     The Atom
#115     Weather Wizard
#116     Wonder Girl

#118     Green Arrow (Super Rare)
#119     Katana (Super Rare)

New Ability Keywords

Crossover – Crossover characters have two or more types of energy. To purchase them you’ll need to spend at least one of each type of energy they require. You won’t be able to reduce their cost to avoid paying each type of energy to purchase their dice. They count as every type of energy you must spend to purchase their dice.

I love the idea of Crossover characters. I can’t wait to try some out. If a Crossover character has all four energy symbols in the cost, you must spend at least one of each to purchase that character’s die. Most of the Crossover characters I’ve seen are only two types. A point I wanted to mention about the Crossover characters is that Lantern Ring, Limited Only By Imagination will count the character as whatever types are in its cost. So let’s say you have Hal Jordan, Green Lantern’s Light and a Lantern Ring in the Field Zone. When you attack, Lantern Ring is going to look for both Bolt and Mask energy and count them both for Hal Jordan.

Crossover dice have special energy sides as well. You can choose to spend one of the energy types on a double energy face and spin the die down, but which ever one you don’t spend will become a generic.

02-crossover-dice-sides

In the picture above, the top is Captain Cold’s Cold Gun which is a non-basic action and the bottom is Green Arrow which is a character. You could use a Bolt on on Captain Cold’s Cold Gun and spin the die down to the generic side. It can no longer be spent as a Fist. Same for Green Arrow – if you spend a Shield energy and spin the die down, you lose the Mask energy as it would become one generic energy. There are ways to spend energy collectively so that you don’t have to spin the die down, but it all depends on how you want to play out your turn and what you can do with the energy you have!

Impulse – When you purchase a character die with Impulse, you may immediately use their Impulse ability.

I love these new abilities! Impulse is really interesting on some of the cards. Black Canary, Volatile says “Impulse – Target Crossover character die gets +2A and +2D (until end of turn).” When you buy a Black Canary die, you get to use her Impulse ability and give one of your Crossover characters (like Green Arrow or Hal Jordan) an a bonus to attack an defense. There isn’t anything written on the card or the Impulse description to indicate that you can only do it once each turn. I would assume that if you have enough energy to purchase two Black Canary dice, you would get to use her Impulse ability twice.

Synergy – While a character with Synergy is active, you can pay the cost of their Synergy ability to use it. Synergy abilities can be used while the character is active, any time you could use a Global Ability.

Synergy reminds me of a Global Ability, but one that only you can use. Venom, Abandoned the Stinger is a character from a previous set that I assume to have Synergy. They may not have had a name for this type of ability at the time Venom was set loose on the Dice Masters community. The reason I think this is because of the wording on Synergy characters. Barry Allen, Super-Sonic Punch says, “Synergy – While Barry Allen is active, you may pay Bolt Fist to give a Barry Allen character dice +2A and +4D (until end of turn).” If you have three Barry Allen dice in your Field Zone, you can pay one Bolt and one Fist and one of your Barry Allen dice will get +2A and +4D. You could even wait until after blockers are declared in the Attack Step and then use his Synergy ability because it can be used any time you could use a Global Ability. I’m so glad they put a name to this type of ability!

Crosspulse – Crosspulse is a special version of Impulse found only on Crossover Characters. When you only spend the matching type of energy to purchase them, you get to use heir Crosspulse ability.

Crosspulse is just like Impulse, but you must use only the character’s energy types when purchasing the dice to gain the Crosspulse ability. Like Impulse, I assume you can use this multiple times in a turn, so long as you can purchase more than one of the Crossover character’s dice using only their energy type. Zatanna, Hex Appeal says “Crosspulse – When you purchase this die, add up to two Sidekicks from your Used Pile to your Prep Area.” She cost four energy to purchase and she’s a Fist and Mask character. If you purchase her using three Fist and a Mask, you get to use her ability. The same is true for using three Mask and one Fist or two Mask and two Fist. So long as you only use her energy type to purchase her, you get to add up to Sidekick dice to your Prep Area from your Used Pile. Some Crosspulse abilities grant active characters Fast or KO all opposing Sidekicks, so those Crosspulse abilities may not be beneficial to use more than once in a turn.

New Affiliations

03-team-arrow
Team Arrow

03-suicide-squad
Suicide Squad

03-white-lantern-corps
White Lantern Corps

03-team-mystic
This one is a bit more ‘mysterious’ as it’s not on the rules insert. The community that’s a little more familiar with comics and Heroclix has been calling it Mystic or Mystics. I’ve asked WizKids if they can give us the official name for the affiliation. If they reply or announce the affiliation’s name, I will update the article.

Update!

WizKids responded to me on Twitter and confirmed that this is the Mystics affiliation. Thanks to WizKids for the response – it’s super appreciated!

mystics-confirmation

Favorites

I can’t possibly show you all the cards I like, because I like tons of them. But I can show you some and talk a little about why I like them.

04-favorites-0Deadshot, Villains United (left) – The reason I like Deadshot is for his Villain cost reduction – every little bit helps! He only cost four energy to purchase and his fielding cost isn’t horrible. He’s got a terrible defense though, but if you’re only using him the one time on your turn. Then you can feed him to Blue-Eyes or use him for a Golem’s fabricate. I’m not impressed with the Suicide Squad cards overall, and this version of Deadshot doesn’t have the affiliation at all – he’s only a Villain. But I love Villains and cost reduction, so it’s possible that he could make his way onto one of my Villain teams.

Jay Garrick, Leadfoot (center) – What can I say about this card that it doesn’t say on its own. This is a great ability, but it requires you keep specific energy, which can be stolen by Elf Thieves. Being able to stop your opponent from using a Global is HUGE! This ability won’t stop Synergy though, just Global Abilities. I think this card has a potential to find itself a spot in the meta, but only time and testing will tell!

Rip Hunter’s Chalkboard, “Only Zatara Can Reach The POINT” (right) – I feel like this Global is going to either speed up some teams that desperately need it – and/or – break an already broken meta. I’m not looking forward to Vicious Struggle teams using the Chalkboard because that just helps them get damage in faster. I like the ability on the card but I highly doubt folks would use it solely for the ability. The Global is just too good. I really like this card for casual play though and can’t wait to try it out on my teams.

04-favorites-1

Felicity Smoak, Hacker For Hire (left) – Felicity is super handy for changing those pesky Sidekicks to energy that you can utilize. She’s a cheap character and her fielding cost is perfect! She also makes for a great blocker and she’s not an Ally, so she doesn’t get the negative side effects that plague Sidekicks from time to time.

Zatanna, Hex Appeal (center) – Despite the potential difficulty in using this ability multiple times in a turn, I still really like her. I see great potential with this card, but not sure she’ll make a showing in the current meta. She’s got decent fielding costs and she makes for a great blocker. She also has the Crossover double energy which gives her great diversity in being a utility die for purchasing other dice.

S.T.A.R. Labs, Advanced Research (right) – I absolutely love this Global! Sure, it costs a Shield and a Bolt, but you can get a Sidekick die in your Prep Area and a Sidekick character into the Field Zone. I see great potential with this Global and each version of this card has the Global on it. I have plans to test this card on several teams, including some more competitive team builds.

04-favorites-2Captain Cold’s Cold Gun, Frozen “Firearm” (left) – This non-basic action die only cost three to purchase and even though it’s a Crossover die, it’s not a big deal. The Cold Gun is a Continuous Action Die, so you can use it and it will stay in the Field Zone. At anytime you could use a Global, you can send it to the Used Pile to deal three damage to a character. If the die is on any burst side, you can ignore the character’s text until end of turn. This helps against Bard – but only against one die, unless you have enough Cold Guns for each of the Bard dice. You can use it on your turn to get around those annoying Oracles too!

Captain Cold’s Cold Gun, Beautifully Designed (center) – I don’t normally pick two of the same named cards for my favorite list, but I couldn’t pass up this version or the rare. This is another great example of a card that can shut down big attackers or attackers that have abilities like Bard. You just need it on one of the burst sides.

Doctor Light, Blinding Bright (right) – Such a great character to help you get around those Sidekick walls. I don’t think I need to say much about this character as she speaks for herself! She’s only a four cost character, she has great fielding costs, and he attacks aren’t horrible. If you have a way to increase her attack, she’s even better.

04-favorites-3Katana, Bushi (left) – There isn’t one thing I don’t like about this card. She’s going straight to my Girl Power! team. I like that I can purchase her for three energy and then field her for free at level one. All I need to do that is have a Wild to purchase her with. She’s a nasty addition to any aggro team as well because of how quick you can get her in the Field Zone. There are plenty of ways to spin her up but not sure it would be all that beneficial for the one point of damage. She’s such a great card and I fully expect to see her in the meta at some point – especially on Ring Teams.

Black Adam, Ruler of Khandaq (center) – This was in the first pack I opened. I read this card and then saw his purchase cost. Normally cards with abilities like this have a cost of five or six and are not even good to consider for competitive play. I could see this card finding his way onto a few meta teams that use Golems – as PK pointed out to me, he’s perfect for Golems and potentially endless Fabricating. I’ve got some great ideas for him and he’s one of the first cards I’ll be trying to build with.

Batgirl, Eidetic Memory (right) – Oh my goodness – I love this card!!! I can use her and use Blink or Distraction and not have to worry about my opponent using it against me! I’ve got several casual team ideas and hopefully I can get around to trying all of them. Not only do I love the card, but I love the dice too – they’re so pretty! I like the art they chose as well.

Final Thoughts

I’m really digging this set, and for the first time since Battle for Faerûn, I feel like buying more than one or even two gravity feeds would be super beneficial. I’m super excited to chase the foil versions of cards, especially since the Super Rares appear to be only foil – which is the best decision ever! Thanks so much for that WizKids! I love the character choices and I’m always happy to see the color swirl dice. Another die that caught my eye is Killer Frost. This picture doesn’t do it justice at all, but if you can see it – there are rainbow sparkles in the transparent (frosty) blue die.

02-dice

Every card in this set has a foil version, which is really cool for collector’s like me! This is the first set to feature foil cards in the booster packs. I also love that the foils have a watermark in the text box and each one depicts the symbol on the card’s dice. I really love that bit of creativity added to the foil cards. Also, it’s worth noting that every Super Rare I’ve seen pulled (in person or via video) has been foil. Until someone comes forward or WizKids confirms by messaging me back, I’m going to assume that the Super Rares in this set are only foil.

black-canary-like-mother-like-daughter

I think that a few cards have the potential to shake up the meta and some are probably going to make a few cards worse to deal with than they already are. I don’t think the meta will change much, as far as top teams go. Rip Hunter’s Chalkboard is going to make several fast teams even faster and it will also make some lethal teams more lethal. As for the casual and local metas, I think this set has a lot of interesting things to offer players and I look forward to drafting this set! I think this has the potential to be one of the most fun and entertaining sets to draft with.

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

Roll on, Dice Masters!