Posts Tagged ‘Team Build’

Greetings Fellow Dice Fans!


Today, we’re going to take a look at Captain Cold’s Cold Gun: Frozen “Firearm” from the DC Green Arrow and The Flash set.


Ruling – Continuous and Crossover

Captain Cold’s Cold Gun (shortened to Cold Gun) is a Non-Basic Action Die and has the Continuous keyword. Continuous Action Dice stay in the Field Zone after you use the die. The die only leaves the Field Zone when the text on the card says it does or another effect would remove it. Cold Gun specifically says that you need to send it to the Used Pile in order to use the ability. Others work a little different, like the Lantern Rings from the DC War of Light set. Those are also Continuous Action Dice, but they do not leave the Field in order to grant the benefit of their abilities. A card effect would remove those Action Dice, like one on Constantine: Antihero.

When you use the ability on a Cold Gun die, you are not using the Action Die – you are using the ability on the Action Die. Some abilities will check for the use of an Action Die. For a Continuous Action Die, it’s only considered to be used when it’s placed in the Field Zone. Using the ability on the Action Die is not the same as using the Action Die.

Cold Gun is also a Crossover Action Die. Crossover dice require at least two types of energy to purchase one of the dice. Cold Gun cost three energy, and one must be a Bolt energy and another must be a Fist energy. The third energy can be any type. Wild energy may be used to purchase Crossover dice. If I have a Wild, Fist, and Mask energy, I would be able to purchase a Cold Gun die. If I have a Wild and two Mask energy, I would not be able to purchase a Cold Gun die. You can also reduce the cost of Crossover die, but you must spend the required energy types to purchase the die. If I use the Global on Red Dragon: Lesser Dragon, it reduces the cost of Cold Gun by two energy. Cold Gun only cost a total of three energy, but because it requires a Bolt and Fist, I must spend at least a Bolt and Fist to purchase the die.

Ruling – Ability

Cold Gun’s ability says that you can send that die to the Used Pile to deal three damage to a target character. If the die is on any of its burst sides, you can ignore that die’s text until the end of turn. You can use this die’s ability at any time you could use a Global Ability, during your turn or your opponent’s turn. Ignoring the text on one character’s die does not ignore it on every copy. If there are multiple copies of a character in the Field Zone, only the targeted die’s text will be ignored.

The ability on Cold Gun specifically says that you can use it anytime you could use a Global, so that tells you when your opportunities are. Both players have an opportunity to use Globals during the Main Step and Attack Step. To use the ability on Cold Gun during the Attack Step, you must wait until the Global Window after blockers have been assigned.

Attack Step

  • Assign Attackers
  • Assign Blockers
  • Turn Player can use Actions and Globals
  • Non-Turn Player can use Globals
  • Assign Damage
  • Resolve Damage


Affiliations and Types

Captain Cold’s Cold Gun: Frozen “Firearm” is a Bolt and Fist Crossover Action and has no affiliation. This card also has a Max Dice of four.


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:
Using a Continuous Action Die and Action Die Ability (Turn Player).

~ My opponent has a level three Scarecrow: Legion of Doom die in the Field Zone.
~ (Main Step) After my Roll and Reroll Step, I have a Sidekick character, one Fist energy, one Mask energy, and a Cold Gun on a burst side in my Reserve Pool.
~ (Main Step) I place my Sidekick in the Field Zone, but as long as Scarecrow is active, my Sidekick can’t attack. I place my Cold Gun die in the Field Zone, which counts as using the Action Die. The Cold Gun ability does not do anything yet.
~ (Main Step) I spend my Fist energy (placing it Out of Play) to use the Global on Anger Issues and give my Sidekick +1A.
~ (Main Step) I send my Cold Gun die to the Used Pile and target Scarecrow. This is considered using the Action Die ability. Scarecrow takes three damage and I can ignore his text until end of turn. I can attack with my Sidekick during the Attack Step since Scarecrow’s text is ignored.

Example Two:
Using a Continuous Action Die Ability (Non-Turn Player).

~ My opponent has a level three Cheetah: Cursed Archaeologist in the Field Zone. I have a Cold Gun on a burst side in the Field Zone.
~ (Main Step) My opponent has played their dice and passed me priority. I can now use Globals, so I send my Cold Gun to the Used Pile and target Cheetah.
~ (Main Step) Cheetah takes three damage and I can now ignore her text until end of turn. I pass priority back to my opponent.
~ (Attack Step – Assign Attackers) My opponent assigns Cheetah as an attacker. Her ability does not trigger because Cold Gun’s ability allows me to ignore that die’s text until end of turn.
~ (Attack Step – Assign Blockers) I do not assign any blockers.
~ (Attack Step – Assign and Resolve Damage) Cheetah assigns her three damage to me and I take three damage.

Example Three:
Using Cold Gun’s Ability with Multiple Copies of a Character Active.

~ My opponent has two level three Scarecrow: Legion of Doom dice in the Field Zone.
~ (Main Step) After my Roll and Reroll Step, I have a Sidekick character, one Fist energy, one Mask energy, and a Cold Gun on a burst side in my Reserve Pool.
~ (Main Step) I place my Sidekick in the Field Zone, but as long as Scarecrow is active, my Sidekick can’t attack. I place my Cold Gun die in the Field Zone, which counts as using the Action Die. The Cold Gun ability does not do anything yet.
~ (Main Step) I spend my Fist energy (placing it Out of Play) to use the Global on Anger Issues and give my Sidekick +1A.
~ (Main Step) I send my Cold Gun die to the Used Pile and target one of the Scarecrow dice. This is considered using the Action Die ability. The targeted Scarecrow die takes three damage and I can ignore the text on that particular die until the end of turn. I still can’t attack with my Sidekick during the Attack Step because the other Scarecrow die’s text is not ignored.

Official Sources

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

You can find Keyword details on the WizKids Dice Masters Keyword Page.

Turn Order Reference – Back Page of the Civil War Rulebook


Competitive Play Rating

This is a potentially powerful card for competitive play. This is one that would go on my team in place of Kryptonite: Green Death and Prismatic Spray: Lesser Spell. If the three damage doesn’t KO a character, you potentially get to ignore that particular die’s text until end of turn if you roll one of the two burst sides. If I’ve got an empty slot on a team, this is probably going to be the first card up for consideration and it can find a place on almost any team out there. I know that Spray is sometimes used to get rid of PXG so your opponent can’t use it, but I think there are greater benefits with this card. You can place it in the Field Zone and use it on your opponent’s turn – neither Spray nor Kryptonite can boast that. Being able to easily damage and/or blank a die on your opponent’s turn could turn the tides of a game in your favor.

Captain Cold’s Cold Gun: Frozen “Firearm” gets a competitive play rating of four out of five stars.
4 Stars

Casual Play Rating

This is also a really powerful and useful card for casual play too, and I don’t think it’s too overpowered for a casual scene. It’s also a wonderful teaching tool for beginners, and it’s not overly confusing. The most confusing part is probably the Continuous Keyword, which can be quickly and easily explained. It might take some time for many beginners to get used to the difference between a regular Action Die and a Continuous Action Die. Each Continuous Action Die has its own ability and Cold Gun’s is not overly complex or complicated. Players should pay extra attention to wording here, since it only allows you to ignore the text on a single copy of a character die. Players could easily forget that when there are multiple copies of a character die in the Field Zone, you’d need to zap each of them to ignore them all. This is definitely a good card for players to use and a great teaching tool for TO’s to utilize as well.

Captain Cold’s Cold Gun: Frozen “Firearm” gets a casual play rating of four out of five stars.
4 Stars

Opinions on this card? Leave a comment!
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Is there a combo that seems too good to be true?
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Special thanks to The Reserve Pool for the use of their site.

Roll on, Dice Masters!


Greetings Fellow Dice Fans!


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

My Team


You can find my team here, on DM Retrobox.

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

Round One


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

Record after Round One: 1-0-0

Round Two


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

Record after Round Two: 1-1-0

Round Three


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

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

Final Thoughts

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

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

Red (including Cranberry color, like Lady Bullseye/Katana)

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

My Team


You can find my team here, on DM Retrobox.

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

Round One


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

Record after Round One: 0-1-0

Round Two

Round Two 11-26-16.jpg

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

Record after Round Two: 1-1-0

Round Three

Round Three 11-26-16.png

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

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

Final Thoughts

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Masters!


I want to start this post by saying that I hope all who celebrate it, had a wonderful Thanksgiving weekend! I hope you were all surrounded by family, friends, food, and games!

Tomorrow, my FLGS (Friendly Local Game Store) is hosting a Teen Titans OP Event. They are going to have at least four of them with the same prizes. These OP Events aren’t like the ones that have just one week’s worth of support. This gives folks several chances to try for a prize. Our Dice Masters group isn’t the biggest and we can all usually get a prize we want from these type of events. This makes for a very fun, casual tournament setting.

Our entries are only $1.00, or you have the option to purchase two Dice Masters booster packs as your entry. This helps the store move product and also helps players who may only have a few dollars and can’t afford to play in the OP Event and buy packs. Suggested format is a Rainbow Draft, but constructed works better for our group most of the time. We do some limited events when we have time to plan them and allow our players to save the money they need for the entries.

With the great group of folks and the awesome store we play at, we are afforded the opportunity to play basically anything we want and not always play competitive. I made a Guardians of the Galaxy team back when Age of Ultron was released. I was torn between playing my new Spider-Man team or my Guardians for the OP tomorrow, but I think I’ve settled on my Guardians. I’ve played my Spider-Man team at every opportunity since the set released and I’ve only played my new Guardians build once. I really want to give it a good test run and this is my chance!

So here is my dice breakdown and links to each card:
Guardians of the GalaxyCharacters
Drax, Arthur Douglas
Rocket Raccoon, “Blam! Murdered You!”
Gamora, Raised by Thanos
Groot, Protector
Starhawk, Stakar Ogord
Star-Lord, Reluctant Prince
Professor X, Recruiting Young Mutants
Blue-Eyes White Dragon, Monstrous Dragon

Basic Actions
Hulk Out

How the Team Plays
Being that this is a dice game, naturally my plan doesn’t always go the way I’d like. But if the dice favor me, I have a specific way I like to play it.

I hardly ever purchase my Blue-Eyes and never purchase my Professor X. They are on the team specifically for their Globals. I don’t mind my opponents using these Globals because they can’t be used against me directly.

My plan is to buy Drax and Rocket as soon as possible. Rocket’s ability and Drax’s stats make them very aggressive attackers.

Depending on my rolls, after I buy two or three each of my Drax and Rocket dice, I try to buy at least one Star-Lord and/or Groot. Star-Lord will give my attacking Guardians a little extra punch and Groot helps on the defense a little. I prefer Star-Lord over Groot if I can manage it. Which one I buy really depends on my opponent’s team.

Gamora and Starhawk are backup dice for mid to late game. I use Starhawk as an additional attacker, at the earliest, mid-game. I don’t worry about my opponent using Gamora’s Global against me because my Rocket has such a weak defense and I don’t mind my Drax getting KO’d.

My opponents usually don’t like KO’ing my characters because of the Teamwatch abilities on Starhawk and Gamora. (Teamwatch: Teamwatch abilities happen when a character with Teamwatch is active, and you field another character who has the same affiliation as them.) I buy Starhawk over Gamora unless there is a big blocker or a particularly annoying character in my way. Starhawk is more beneficial for attacking when my opponent doesn’t have much resistance.

Hulk Out is an obvious choice as far as Basic Actions go. I can give my attackers Overcrush and potentially a +1A. You can’t go wrong with that, especially with a Rocket that’s could be attacking for seven damage or more.

But for those times that I roll my Rocket on level one, I want to scream to the heavens in agony. Luckily, I had room for Polymorph as my second Basic Action. There are other Basic Actions, like Invulnerability and Anger Issues that I could have put on this team, but I found those particular Globals being helpful to my opponents more-so than myself. Polymorph and Hulk Out seem to work best for me.

Potential Changes
I don’t have any changes that I want to make for the OP Event tomorrow, but there is a character that I prefer a different version of.  Groot, We Are Groot would be much better for my Guardians team than my current Groot, or so I think. Having a +3D is a nice cushion on the heroic rear ends of my characters than just reducing one damage. Now, damage reduction is more beneficial if my characters are taking damage from multiple sources, but based on our local meta, Groot, We Are Groot is the way to go. Now to find one!

I love this team so much now that I have Drax. I tried a different version of Drax, but the cost was higher than I liked and that’s why I chose the one I did. I like the early game aggro with this team that has my opponent scrambling to defend and recover. With the other shenanigans that I can pull off with this team, I have lots of fun and hopefully keep my opponent on their toes.

I really enjoy playing casual teams more than competitive teams and this casual team is just so much fun with it’s Guardians of the Galaxy theme! This type of team would be great for any younger player that loves Guardians of the Galaxy and you can put a version of Moondragon in place of the Blue-Eyes if you don’t have one.

Remember, have fun with your teams!

Roll on, Dice Masters!