Posts Tagged ‘TMNT’

Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! For this month’s article, I chose a piece that’s sure to get you into the Halloween spirit, Monsterex (022) from the first Teenage Mutant Ninja Turtles set!

Monsterex 1

Monsterex Dial

What I Don’t Like

It’s really difficult to find something that I dislike about this piece. If I had to pick one thing I didn’t like, it would be his point value. I think 125 points is 25 points too much, even for this guy with his nine clicks. If he were 100 points, he would probably see more action on 300 point teams. For 125 points, he could have started with one click of Invincible instead of Invulnerability.

What I Like

I like just about everything that this piece has to offer. He has decent enough stats, good generic keywords, a deep dial, and great abilities. Which Monster Dominates? and Which Legend Controls? are probably my favorite special abilities in the entire game. They make him a versatile piece that can adapt to almost any situation you’re in. He has both of those abilities at the same time and they’re on his first four clicks (almost half his dial). Those abilities make him a threatening piece and also make him difficult to deal with.

Werewolf and Vampire are my preferred choices on those two abilities. If he’s got an action token and I want to do something that pushes him, I usually won’t pick Vampire if I don’t need the Flight. I’ll typically go with Frankenstein’s Monster so he gets Indomitable, and won’t take push damage. Frankie is also great if you’re using objects because he gets Super Strength and can pick up heavy objects. Gill Creature comes in handy mostly for Sidestep and Stealth. We were playing on the Wakanda map recently, and I gave him Gill Creature and Vampire to move him deep into the hindering terrain. That made it almost impossible for my opponent to get to him quickly. My opponent had one piece that could reach him, and it was left without support because of the hindering terrain. Monsterex made a meal of it!

He’s got Invulnerability and Toughness for most of his dial, then he gets Regeneration. Damage reducers are always nice to have and if he gets too far down his dial, you can retreat and try to heal him.

He also has Shape Change and four damage on his top two clicks. If he makes his Shape Change roll and he’s hidden deep in the Wakanda jungle, that attacker won’t have anyone else to go after! Four damage is nothing to sneeze at either. Monsterex can easily break off from the pack and take on an opposing piece on his own.

Favorite Build and Strategy

I absolutely love playing this piece on 300 and 400 point Monster theme teams. I don’t usually win map rolls because I only have three and four pieces, respectively, but I love my two Monster Teams.

Team Build
75 points – Batgirl (HQ 037 – Bombshell)
125 points – Monsterex
100 points – Horta (ST:TOS 035)
and/or
100 points – Rat King (TMNT2 024)

Batgirl and Monsterex are always the base of my Monster teams. For my 300 point build, the Horta and Rat King are easily interchangeable. The one I use is dependent on the type of event and the experience level of the players at the event. I usually put Rat King back in the box if there are newer players. He can be a bit of a pain to deal with and not very much fun for inexperienced players to play against. Horta is a great piece, but not overpowered or near as much of a nuisance as Rat King.

For 400 points, I use all four pieces. Each piece can usually handle themselves and that’s why I love my Monster team so much. Rat King has Perplex and Probability Control, so I try to keep him in range of everyone – or a majority of the team. But the team can survive just fine if they need to, without his Perplex and Prob.

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

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

     LLAPLive long, and Prob it!

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Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! For this month’s article, I chose a WizKids Exclusive piece, Pizza Face (TP17-002)!

At the time of writing, WizKids hadn’t updated the new PAC or Rules to reflect the minor changes yet. Keep an eye on this page, here, for updates. Here is direct link to the current (at time of writing) PAC, here.

Pizza Face TP17-002
What I Don’t Like

I like to start with the negative and finish with the positive!

Pizza Face only has one (non-generic) keyword – TMNT Villain. That means, he’s not going to be on many theme teams. Sometimes, I feel like casual players focus more on theme teams being a necessity than competitive players do. I have a hard time trying to convince my locals that they can build a team without it being a theme team. I like multiple keywords on characters, even if they’re just generic. I’m not sure giving him the Monster keyword would have broken anything.

I also wish he had a way to carry several of his Living Pizza bystanders at once or they should have had a better speed at least. They’re really hard to position and their actions count towards your action total because they do not have Autonomous.

  “Autonomous: This character’s costed actions don’t count for your action total.”

This is a fairly new addition to the combat symbols and only replaces the text on the bystanders, cleaning up the bystander tokens a bit. You can find this rules change, here. I like Autonomous, just wish they had it!

Another thing I don’t like about Pizza Face is that his defense powers feel a little lacking. I would have willingly sacrificed his Willpower and Energy Shield Deflection for Invulnerability or a special power Toughness that added Willpower. Aside from his defense powers feeling a little weak, his defense itself is definitely lacking. He gets hit often and he gets hit hard.

I’m not a fan of the printed 2 damage throughout his entire dial. I don’t mind it on his Exploit Weakness clicks, but for click five and six, they could have bumped that damage to a 3…

What I Like

While there are things I dislike, there are lots of things I do like. Let’s start with the Living Pizza bystanders. I don’t mind them being limited to the number of my opponent’s non-bystander pieces. I love having an army of free bystanders to annoy my opponent with while I get the rest of my team in place. They take a little finessing to get them into place while maneuvering your other pieces too. I’ve used their Support on several occasions to great success, as well as their Plasticity and Poison. I also like that they fly, so they can get over all that hindering and elevated terrain to get to my opponent’s dudes. Overall, I like the Living Pizza bystanders, even if they get squashed from a single point of damage.

Pizza Face has lots of useful powers. I like his Mind Control power because it grants me a range of 8 when he uses it. You can increase his attack by +3 too, at the cost of the mind controlled piece getting to heal a click. Not a big deal when he’s going after pieces that haven’t taken damage yet. There is an exclusive Bebop and Rocksteady (TP17-003) piece that allows a friendly piece that shares a keyword with them to Mind Control them and it’s fun to use with Pizza Face. Pizza Face has Sidestep on his first and last click, but I wish he had it with his special Mind Control power too. It’s still a really useful power to have when the game starts and also when you’re trying to maneuver Pizza Face while he’s on that last click.

Pizza Face clicks into Steal Energy for his attack power on click three. I love when pieces have Steal Energy earlier as opposed to later in their dials. This is a favorable spot for a piece to have it, for me at least. And while he has Steal Energy on click three and four, he also has Exploit Weakness to help ensure his target takes damage if he hits them, which allows him to heal back up a little.

For his defenses, he has Willpower on his first two clicks, which is also useful in the early turns of the game. He can do something two turns in a row without taking push damage and before having to clear action tokens. This gives you an opportunity to position him for a potential Mind Control attack. You need to get him on click two for Mind Control, but you could choose to push him once instead of letting Willpower reduce the push damage. Once he can use Mind Control, you can use your opponent’s pieces to smack their own dudes.

Favorite Build

I’ve played with Pizza Face on several different teams. One of my favorite 400 point builds for TMNT Villain theme teams is only 390 points. It leaves room for ID cards or terrain.

(60) Pizza Face (WKTP17-002)
(125) Bebop and Rocksteady (WKTP17-003)
(80) Shredder (TMNT 021)
(125) Monsterex (TMNT 022)
(390 – Total)

If I’m building for a 300 point game, I take off Shredder and Bebop and Rocksteady to add Rat King and one of the new 15 point Foot Soldiers. The Foot Soldier choice varies based on my mood for that day.

(60) Pizza Face (WKTP17-002)
(125) Monsterex (TMNT 022)
(100)
Rat King (TMNT2 024)
(15)
Foot Soldier (TMNT4 – either 007, 008, 012, or 013)
(300 – Total)

Most of the time, I use him on a TMNT Villains theme team, but I’ve used him on various other builds as well. I’m actually playing him at the Owensboro WKO on July 28, 2018. For the WKO, I’m running a 300 point team without theme team.

(60) Pizza Face (WKTP17-002)
(40) Pip the Troll (AI 008)
(100)
Hulk (TMT 106 – Starter)
(50)
Captain Kirk (TREKOS 049)
(50)
Lt. Sulu (TREKOS 050)
(300 – Total)

This is my own personal theme team, called the Shirtless Squad! Pizza Face was not originally on the team, but my Donatello that I was using had rotated out of Modern Age in June, so I needed a replacement. The requirements were – no shirt and 60 points or less so the piece would fit. Pizza Face fit perfectly and in practicing this team, I found that I like him better than Donatello (TMNT 027). I’ll save Donnie for the Turtle Teams.

I hope to have a tournament report written up for the WKO, so be watching for it in the next few days! I even made my own Living Pizza bystanders, just in time for the WKO!

Livign Pizza Bystanders.png

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

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

     LLAPLive long, and Prob it!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Triceraton: Loyal to a Fault  from the Teenage Mutant Ninja Turtles: Heroes in a Half Shell set.

W 48 Triceraton, Loyal to a Fault

Ruling – Overcrush Keyword Ability

WizKids Keywords Page:
Overcrush: When attacking, if this character KOs all of its blockers (or they are removed for other reasons), it deals any remaining damage to your opponent.”

An attacking character die must have been blocked by another character die for it to deal its combat damage as ‘Overcrush damage’. If the attacker was not blocked, the damage is not ‘Overcrush damage’. Overcrush damage isn’t a different type of damage, just a different means of how combat damage is being dealt.

If the character dice blocking the attacker are KO’d by the attacker’s combat damage, the remaining damage is dealt to the opponent. For example: If I attack with a level three Triceraton and my opponent blocks with two 1A/1D Sidekick dice, my Triceraton can deal one damage to each Sidekick die to KO them and then deal the remaining three damage to my opponent.

If the blocker(s) are KO’d or removed before the Assign and Resolve Damage portion of the Attack Step, the attacker will deal it’s full attack value in combat damage to the defending player. For example: I attack with my level three Triceraton and my opponent blocks with a 1A/1D Sidekick die. I use the Global on Unstable Canister to deal one damage to the blocking Sidekick die. Because my Triceraton was blocked and it’s blocker is no longer blocking the Triceraton, it deals its full attack value of five to my opponent.

All character dice that are blocking an attacking die with Overcrush must be KO’d or removed in order for the attacker to deal any Overcrush damage to the defending player.

Miscellaneous Card Information

~ Triceraton is a Fist type character card.
~ It has the Villain affiliation.
~ It has a Max Dice of three.
~ This card is a Common and is #48 of 58.

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card, but you can find some Overcrush rulings here, here, here, here, here, here, here, here, and here.

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

Turn Order Summary Reference

turn-order

Opinion

I really wanted to cover Overcrush again, because I’ve recently heard players saying that the blockers have to be KO’d before you can do Overcrush damage. That’s only partly correct. As long as the blocker(s) is KO’d or removed as a blocker, the attacker gets its Overcrush. Removed blockers usually enable an attacking die with Overcrush to deal their full attack value to the defending player, which is a major benefit of removing those blockers as opposed to letting them get KO’d by the attacker. It really bothers me when folks leave out that part about removing blockers, because it’s part of the ability description.

Overcrush is a nasty and effective ability. I love Overcrush and I build around it when I’m able to do so. I usually try to use characters that have additional abilities or abilities that compliment their Overcrush. Using a character that only has Overcrush, like this Triceraton, is not something I would recommend. I only chose this card for this week so I could focus on Overcrush.

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

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

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Roll on, Dice Masters!

Greetings Fellow Clix Fans!

 

I finally ordered my first ever, sealed case of HeroClix. I couldn’t be happier with the set I chose! I also got the Fast Forces and the Dice & Token Pack for the set as well. Here is a brief review of the Fast Forces and Dice & Token Pack, as well as a breakdown of the case (two Gravity Feeds) for Teenage Mutant Ninja Turtles Unplugged!

You can find my unboxing videos on my YouTube channel, Dice Dice Kitty. My Fast Forces and Dice & Token Pack are in one video, here. My case unboxing is in another video, here.

Dice & Token Pack

The Dice & Token Pack is just like the others that WizKids has made as far as quality. The token images are thematic to the set theme and the dice are not the same color as the ones from the first TMNT dice, but the image is similar. It’s not as large or defined as the image from the first TMNT dice and I would have liked a different image, but the turtle face is okay. I do love that the dice are purple and green, because Donnie is my favorite turtle!

I love the pixel images on the tokens and I also like that they included Bebop and Rocksteady in this D&T Pack instead of Splinter and Shredder again. Each token with a turtle has the turtle’s face and weapon of choice featured on it as well as their signature color as the background color of the token.

Dice and Token

I love this Dice & Token Pack, and since my other TMNT dice and my Star Trek dice don’t roll well for me, I’ll be using this set for a while.

Fast Forces

Fast Forces are a great way to help casual players obtain extra thematic pieces. I don’t ever expect a piece from a Fast Forces to become a meta or competitive piece and this Fast Forces seems to fall in line. Fast Forces typically don’t come with a rulebook, PAC, or maps. You only get the figures and their cards, usually.

This Fast Forces only comes with five figures, which I thought was a little unusual. I’m used to Fast Forces having six figures and the corresponding cards. This Fast Forces has a punch card of six bystander tokens, but for me, that doesn’t make up the difference of a whole character. I would have preferred token bystanders to cardboard ones in place of a sixth character. With the cardboard bystanders, they still could have put a sixth figure in the Fast Forces.

FF.jpeg

Cardboard Bystanders:

FFPogs

Here are the cards for the pieces in the Fast Forces:

Shredder seems kinda fun and so do the turtles, but really only for casual play. I’d be surprised if any of these show up in competitive play. If you’re starting out in HeroClix and you’re looking for some fun pieces to use at your local events, this is a great Fast Forces for that. You can easily build a TMNT Ally theme team with the four turtles and some extra pieces from some boosters. The turtles are 50 points each, so you’d need another 100 points for a 300 point game. That’s easy to do with a handful of boosters or pieces from a previous set. You could forego the theme team probs and build a 300 point Martial Artist theme team straight from the Fast Forces by adding Shredder at his 100 point starting line to the four turtles.

I really feel like this Fast Forces needed one more dude in it. Another villain would have been great to put with Shredder and then you’d be able to play TMNT vs TMNT Villain! Why not Krang?! Missed opportunity.

And before someone says – “But there are bystanders in it that you can add to the team.”

Yes, there are bystanders. But they don’t have keywords and there are only 70 points total between the six bystanders. I guess you could put the turtles against Shredder and the bystanders… Not sure how much fun that will be since bystanders can typically only take one hit.

Mr. DDK brought up a good point about the Laser Drone bystander and its weird trait. He thinks they gave it [PASSENGER]: 0 so it can’t carry anything at all. It has flight, but giving it the [PASSENGER: 0] prevents it from picking up other tiny dudes and carrying them.

Case – Two Gravity Feeds of Boosters
Feed One

Commons
I pulled one of each common, except for 001 and 006, which I pulled two of.

Uncommons
I pulled all of the uncommons except for 017.

Rares and Super Rares
I pulled one of each of the following rares: 019, 024, 027. I pulled one of each of the following super rares: 032 and 033.

Feed Two

Commons
I pulled one of each common, except for 002 and 009, which I pulled two of.

Uncommons
I pulled all of the uncommons except for 014, 016, and 018. I did pull a 017 in this feed, which completed my uncommon set.

Rares, Super Rare, and Chase
I pulled one of each of the following rares: 020, 021, 026, 028. I pulled one super rare: 034 and one chase: 038.

Here are the cards for all the different pieces I pulled in my two feeds:

 

Final Thoughts

I actually cancelled my Batman TAS pre-order so I could get a case of this set. I’m super happy with my case and have no regrets about swapping. I couldn’t be happier with Donatello as my chase piece and I can’t wait to buy more of this set! I love the pixel pieces and I think they’re unique and interesting compared to the rest of the HeroClix pieces out there. Pixels won’t work for every set of TMNT, or even every IP, but it works for this set of TMNT and I think it works very well.

I don’t mind the sculpt reuse at all, especially since there are so many new sculpts in this set. I don’t mind that the reused sculpts are on super rares either. It helps keep costs down a little so the price of our booster packs doesn’t increase. I’d rather keep prices the same and play with pieces that have the same sculpt, instead of having prices go up just to have a different sculpt. I don’t think they should reuse sculpts on OP prizing, unless the sculpt is really awesome, like that War Machine from one of the last WKO’s. His sculpt was a reused one, but it was pretty awesome.

My only real issue is that they Fast Forces has five characters instead of six and in place of the sixth character, there are cardboard bystander tokens. I still feel they should have put actual plastic tokens in the Fast Forces since they left out that sixth character.

Overall, I love the set and I like the Fast Forces and the Dice & Token Pack. This is a great time for me to be a HeroClix player!

What do you think of the new pixel style?
What is your favorite piece?
Did you pull any awesome pieces from your packs?
Leave me a comment here or on Facebook at Dice Dice Kitty and let me know! Thanks for reading and please remember to like, follow, and subscribe!

     LLAP
Live long, and Prob it!

Greetings Fellow Clix Fans!

 

Welcome to the next installment of of HeroClix Figure Spotlight! I decided to go with one of my favorite figures from the Teenage Mutant Ninja Turtles: Heroes in a Half Shell set, Rat King!

Rat King

Figure Information

Point Value: 100 points
Dial Depth: 6 Clicks
Keywords: TMNT Villain, Animal, Deity, Monster, Mystical

Team Ability
MYSTICS: Each time this character takes damage from an opposing character’s attack, after resolutions deal the attacker 1 penetrating damage. Uncopyable.

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

Movement
Stealth: 1, 2, and 3 (listed with the special power)
Mind Control: 1, 2, and 3 (not standard ability use, see special abilities below)
Phasing/Teleport: 4, 5, and 6

Attack
Poison: 1, 2, 3, and 4

Defense
Super Senses: 1, 2, 3, and 4
Regeneration: 5 and 6

Damage
Perplex: 1 and 2
Probability Control: 1 and 2
Outwit: 3 and 4
Shape Change: 5 and 6

Improved Abilities, Traits, and Special Powers
Rat King has one Trait, one Improved Ability, one special movement power, and one special damage power.

Improved Ability: Improved Movement [Hindering]

Trait: Rats Everywhere… I Am Everywhere
Give Rat King a free action if he occupies hindering terrain. Place him in another square of hindering terrain within 6 squares.

(Movement Special)
Pawns In My Game: 1, 2, and 3

Rat King can use Stealth. He can use Mind Control as if he had a range value of 6 and when he does, he can use [Improved Targeting][Elevated][Hindering][Blocking][Characters].

(Damage Special)
Game of the World: 1 and 2
Rat King can use Perplex and Probability Control.

Opinion and Strategy

Rat King’s ability to use Mind Control is not the same as the standard Mind Control ability. Rat King’s range for Mind Control is six instead of four, and he can target characters without having to worry about line of fire through blocking, hindering, elevated terrain, and even characters. I love using Mind Control and Rat King is my favorite piece for it. Not only is he a great MC piece, but he’s got some of the best mobility for a figure like him, provided there is enough hindering terrain on the map. If the map doesn’t have a lot of hindering terrain, there are plenty of characters that can make use of Smoke Cloud to help Rat King get around the map.

He also has Perplex and Probability Control on his first two clicks. That gives you two really powerful abilities, at once. I can’t tell you how many times his special damage ability has come in handy. If he’s damaged off of his special, he gets Outwit, which is also incredibly useful. If he gets damaged off of his Outwit clicks, he has Shape Change which is just as good as Super Senses. Once he reaches Shape Change, he has also has Regeneration as his defense power. He can potentially heal back up to his more powerful abilities, if the roll is high enough.

While Phasing/Teleport is useful, I’ve only ever used it to help Rat King run away so he can attempt to use Regeneration. I also love Poison, but it has a weakness to damage reducing abilities. Rat King has Outwit on click three and four, so he could Outwit those defensive powers, but I tend to keep Rat King out of close combat.

If Rat King is damaged by on opposing character, they’re likely going to take damage from his Mystics team ability. One damage could be all that’s needed to set your characters on a course to victory.

I enjoy Monster theme teams, even if I don’t get the use of Theme Team Probability Control. One of my favorite teams to play using this piece is:
(100) Rat King (Rare) TMNT2 #24
(75) Batgirl (Rare) HQ #37
(100) Horta (Rare) TrekOS #35
(125) Monsterex (Rare) TMNT1 #22
(400 points)

Rat King has so many tricks up his sleeve that’s he can be difficult for an opposing player to deal with. If you’re able to reduce his mobility and do enough damage to him, he becomes much easier to deal with. You can’t use Outwit on him if he’s in hindering terrain, thanks to his Stealth. You have to get through his Super Senses and hopefully deal five or six damage with one attack to eliminate this threat. He may not be a major meta piece, but he’s definitely worth having and playing on occasion.

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

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

 LLAPLive long, and Prob it!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Casey Jones: Lunatic Vigilante from the first Teenage Mutant Ninja Turtles box set.

W 12 Casey Jones, Lunatic Vigilante

Ruling – Ability

Casey Jones has an ability that says he cannot be blocked by Sidekicks or Villain character dice. This ability works only when Casey Jones is attacking and it applies to each of his attacking character dice.

A die can be given the Villain affiliation through a card effect, and that would make that die unable to block. This will only work if the die is given the Villain affiliation during the Main Step, before Casey Jones attacks. If a character die is given the Villain affiliation after they are assigned as a blocker, it will have no effect on that die being able to block.

Character dice with the Ally Keyword cannot block Casey Jones because they are considered to be Sidekicks while in the Field Zone.

Villain Affiliation

The Villain affiliation has two different affiliation icons. One is a red Hydra logo, commonly found in Marvel sets. The other is a stylized V, commonly found in DC sets and the TMNT sets. There have been Marvel sets that featured the V on their Villain cards.

Marvel Villain Affiliation     DC Villain Affiliation

Both of these symbols have the exact same meaning and are interchangeable. If a card has the V in the text box, like Casey Jones, it applies to characters with the Hydra logo as well.

Miscellaneous Card Information

~ Casey Jones is a Fist type character card.
~ He does not have an affiliation.
~ He has a max dice of three.
~ This card is a Common and is #12 of 58.

Official Sources

WizKids Official Rules Forum (WORF)
There isn’t a ruling for this specific card, but you can find the cross-IP terminology, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I like characters that can’t be blocked because it puts pressure on your opponent to find a way to stay alive long enough to get their team to go off. I like Casey Jones because he’s a cheaper character with a good ability, and his stats aren’t terrible. I like using him and characters like him as a back up, in case my original plan goes wrong or doesn’t work. He tends to scare some folks when they’re using mostly Villains and Sidekicks/Allies. There are also Globals that can make a character die into a Villain so they can’t block. He’s best paired with a Global like the one on Lantern Power Ring: Energy Projection in Golden Age. For Modern Age, you have to use the Monument to Evil: Basic Action Card, because it’s the only card with a Global that grants the Villain affiliation. It works, but not as well because it requires a Mask and Fist energy where all the other Villain making Globals require one energy.

He seems fun to pair with Batwoman: Code of Honor. You make him a Villain and both of them are practically unblockable while attacking together. It’s a combo I’ve been thinking about and I hope to put it into action soon to see if it works well enough in a casual setting.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

This is week three of six for our Lockout League season. If you aren’t familiar with the Lockout League format, it’s a really fun format that allows for more creativity as the weeks progress. Each week, the first place player will have their entire team added to a Lockout List. Players cannot use any card on the Lockout List while building a team for that week. We tried something different this time (suggested by Brett). We started this Lockout League with a pre-Locked List. Players voted on cards from the previous season’s final list and the cards with the most votes started our Lockout List. Pre-Locked List is Italicized.

Characters
Half-Elf Bard: Master Lords’ Alliance
Elf Thief: Lesser Harper
Lantern Ring: Limited Only By Imagination
Oracle: Master Investigator
Constantine: Hellblazer
Black Widow: Tsarina
Guy Gardner: Blinding Rage
Zatanna: Inverted Incantations
Blue-Eyes White Dragon: Monstrous Dragon
Professor X: Trainer
Rip Hunter’s Chalkboard: “Only Zatara Can Reach The POINT”
Ring: Lesser Gear
White Tiger: Mystical Amulet
Green Goblin: “Gobby”
Dwarf Wizard: Paragon Zhentarim
Red Dragon: Lesser Dragon
Captain Cold™’s Cold Gun: Frozen “Firearm”
Constantine: Antihero
Lyssa Drak: Future Sight
Wasp: Fashionista
Lady Bullseye: Attack on Two Fronts
She-Hulk: Sensational
Professor X: Recruiting Young Mutants
War Machine: “Rhodey”

BAC
Cloudkill
Vicious Struggle
Resurrection
Magic Missile
Cone of Cold
Hypervelocity

You can check out our featured matches from this event on my YouTube channel, Dice Dice Kitty. You can find the videos in the April 15, 2017 playlist.

My Team

My Team

You can find my team here, on DM Retrobox.

I wanted to try Suit Up in a semi-constructed event and sometimes I like to pretend that I can build good teams. When I do, this is what happens – too many gimmicks and not enough ‘Pow!’ to my punches. I’m way too much of a Johnny/Timmy at times with not enough Spike. The Suit Up gimmick is really fun – when it works. I would definitely not recommend trying to do too many Suit Up shenanigans on one team, like I did. I really wanted to do the whole Pepper Suits Up into Rescue and while she’s doing that, I get Iron Man from my bag just so I can Suit Up into Space Armor Iron Man next turn, thing. Sounds fun, right? I got it to work… like once. I love Rescue – but not Pepper. I would totally put this Rescue on a team if I had four dice for her because I really like her ability. It’s not game breaking, and it helps soften up your opponent.

I honestly don’t know what I was thinking by adding Negasonic to the team, but I thought enough about it to add Hulk Out to help her along. The problem I ran into was that I never had Underdog! Of course I wouldn’t – I need my dudes in the Field… I realized that she wasn’t a good team mate only after I had begun my first round.

The rare Cold Gun is already locked out this season, so I went with my backup. I like the uncommon more than the rare sometimes, and it is actually fairly useful, if you purchase it and use it. That was another mistake of mine that I made in the midst of battle. I sometimes have this tunnel vision issue where I only see half the cards on my team and forget the other half. That’s what happened to my poor Cold Gun in this event. Let this serve as a reminder – don’t forget to pay attention to your entire team!

I really like Space Armor Iron Man and the super rare Iron Man that I used from Uncanny X-Men. I really wish I could have utilized them better and more efficiently. I would forget about Iron Man’s Global and ability (that silly tunnel vision again) and only realize I could utilize it when I didn’t have the resources to do so.

I feel like I performed very poorly in this event due to my being easily distracted by the noise and activity outside of my matches. Everyone has one of those days where they can’t focus and this was definitely my day. I won’t let it get me down though, and hopefully I’ll learn from it. I already have an idea with Negasonic and Hulk Out that I’m brewing for the next round of Lockout League.

Winning Team

Mr. DDK took away the win at this event with none other than my beloved Turtles! It’s a little bitter-sweet to see him get those radical dudes locked out this week. This means I won’t be able to use any of those particular cards in the upcoming weeks, and the season is only at the half way mark! You can see his winning team build below or on DM Retrobox, here.

Travis's Team

How refreshing to see my Turtles finally winning some games, even if I’m not the one playing them. Maybe this means I need to put the TMNT Villains on the map next time!

Updated Lockout List

New Additions are Italicized

Character Slot
Half-Elf Bard: Master Lords’ Alliance
Elf Thief: Lesser Harper
Lantern Ring: Limited Only By Imagination
Oracle: Master Investigator
Constantine: Hellblazer
Black Widow: Tsarina
Guy Gardner: Blinding Rage
Zatanna: Inverted Incantations
Blue-Eyes White Dragon: Monstrous Dragon
Professor X: Trainer
Rip Hunter’s Chalkboard: “Only Zatara Can Reach The POINT”
Ring: Lesser Gear
White Tiger: Mystical Amulet
Green Goblin: “Gobby”
Dwarf Wizard: Paragon Zhentarim
Red Dragon: Lesser Dragon
Captain Cold™’s Cold Gun: Frozen “Firearm”
Constantine: Antihero
Lyssa Drak: Future Sight
Wasp: Fashionista
Lady Bullseye: Attack on Two Fronts
She-Hulk: Sensational
Professor X: Recruiting Young Mutants
War Machine: “Rhodey”
Donatello: Technologic
Raphael: Second Son
Michelangelo: Booyakasha!
Leonardo: Fearless Leader
April: No Mere Damsel
Metalhead: Dissociative Identity
Rip Hunter’s Chalkboard:
Casey Jones: Mutant Hunter

BAC
Cloudkill
Vicious Struggle
Resurrection
Magic Missile
Cone of Cold
Hypervelocity
Mutation
Villainous Pact

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!

You can find videos from this event and many other events on my YouTube channel.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Nefarious Broadcast: Basic Action Card  from the Teenage Mutant Ninja Turtles: Heroes in a Half Shell Box set.

w-nefarious-broadcast-bac

Ruling Ability

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

When you use a Nefarious Broadcast action die, it will cancel any Global effect that is currently still in effect and prevent the use of any Global ability after its use. Global abilities that have a lingering active effect are the only ones that will be affected by Nefarious Broadcast. Examples include the Globals on Transfer Power and Bane.

Certain Globals that are used before Nefarious Broadcast will not be reversed by its use. This is because the effect is not an ongoing or active effect. Examples include the Globals on Professor X and Unstable Canister.

As soon as a player uses Nefarious Broadcast, neither player will be able to use any Global abilities until the next turn.

Nefarious Broadcast can be used in the Main Step or during the Actions and Globals portion of the Attack Step.

Miscellaneous Card Information

~ Nefarious Braodcast is a Basic Action Card with no energy type.
~ It does not have any affiliations.
~ It has a max dice of three.
~ This card is a Common and is #54 of 58.

If you purchase either of the Teenage Mutant Ninja Turtles Box Sets, you will have one copy of each card in the entire set, as well as the maximum number of dice for each card.

Examples

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

Example One:
Using Nefarious Broadcast during your Main Step.

~ I have a Nefarious Broadcast die in my Reserve Pool and a Sidekick in my Field Zone. My opponent has one Fist energy in their Reserve Pool.
~ (Main Step) After completing all the game actions I want to do at this time in the Main Step, I pass priority to my opponent so that they can use Global Abilities. They spend their Fist energy to use the Global on Bane. They target my Sidekick with the Global, which will make my Sidekick attack this turn.
~ (Main Step) My opponent passes priority back to me and I use my Nefarious Broadcast die. This will remove the active effect from Bane’s Global that would force my Sidekick to attack. My Sidekick no longer has to attack. Neither player can play Globals until the next turn.

Example Two:
Using Nefarious Broadcast during your Attack Step.

~ I have a Nefarious Broadcast die and two Fist energy in my Reserve Pool. I also have a Sidekick in my Field Zone. My opponent has one Fist energy in their Reserve Pool.
~ (Main Step) After completing all the game actions I want to do at this time in the Main Step, I pass priority to my opponent so that they can use Global Abilities. They spend their Fist energy to use the Global on Bane. They target my Sidekick with the Global, which will make my Sidekick attack this turn. My opponent passes priority back to me, and I decline to do any further game actions in the Main Step.
~ (Attack Step – Assign Attackers) I must assign my Sidekick as an attacker. I move my Sidekick die into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent doesn’t have any characters to assign as blockers.
~ (Attack Step – Actions and Globals) I am able to use Action Dice and Globals at this time. I decide to use my Nefarious Broadcast die (sending it Out of Play). This removes all active effects of Globals, but there currently aren’t any. Neither player can use Globals until the next turn. I was saving my two Fist energy for the Global on Anger Issues, but now I can’t use it.
~ (Attack Step – Assign and Resolve Damage) My Sidekick will deal one damage to my opponent. My Sidekick is moved Out of Play.
~ (Clean Up) All dice Out of Play are moved to the Used Pile. All effects end unless otherwise stated.

Official Sources

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

Turn Order Summary Reference

turn-order

Ratings

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

Golden Age Rating

Nefarious Broadcast is definitely not a plug-and-play type of card. It needs a team built specifically around not using Globals, or using a minimal amount of Globals. You also need to time the use of this die just right or you could make some serious misplays. I think I might be a little generous with the rogue rating in Golden Age, but I bet there are enough talented pilots out there that they may be able to find a way to make this card useful in format dominated by Globals.

Nefarious Broadcast: Basic Action Card gets a rating of three out of five stars.
3 Stars

Modern Age Rating

Modern Age isn’t as Global heavy as Golden Age, but it has its fair share of decent Globals. Nefarious Broadcast still needs to have a team built around it to be most effective. I think Nefarious Broadcast will see more use in Modern Age than Golden Age, but because of its need for a particular team build, it’s still just a rogue card.

Nefarious Broadcast: Basic Action Card gets a rating of three out of five stars.
3 Stars

Prime Rating

Prime’s lack of dominating Globals leaves Nefarious Broadcast in the collector box for me. There are definitely good Globals, but none that would warrant putting Nefarious Broadcast on your team instead of another critical BAC. I’ve stopped using Oracle: Master Investigator in Prime, because she’s not that useful in this format. I don’t think Global-hate is very useful at this particular time in Prime.

Nefarious Broadcast: Basic Action Card gets a rating of one out of five stars.
1 Star

Casual Play Rating

I think this card is a little more confusing than it needs to be. I’m not sure if it’s because folks are overthinking how it works or if WizKids needs to clarify the wording a little more. Trying to explain Globals to a new player can be challenging in itself, and then when you throw in the active effects and instant effects, it could leave their head spinning. But once a player has a better understanding of the game, I don’t think this card would be a big issue. I wouldn’t recommend a beginner use this card, but players at the advanced skill level and higher shouldn’t have too much trouble with understanding this card. This card is a great teaching tool to teach players about active effects and instant effects.

Nefarious Broadcast: Basic Action Card gets a rating of three out of five stars.
3 Stars

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!


For this week’s confusing card of the week article, we’re going to take a look at Donatello: Intellectually Inclined  from the Teenage Mutant Ninja Turtles: Heroes in a Half Shell box set.

I’ve now included an updated Rating System that covers all the competitive formats – Golden Age, Modern Age, and Prime. While Golden Age is not going to be a highly supported format in the official WizKids scenes, I imagine many areas will continue using it as their competitive format. Casual will remain different because casual players usually look at cards differently and I rate them on their ease of use more than playability.

w-07-donatello-intellectually-inclined

Ruling – Ability

Donatello has a When Attacks ability. These type of abilities trigger for each of those character’s dice that attack. Donatello’s ability has a cost associated with it. You must pay this cost at the time his dice are assigned to attack. You must also pay for each die that attacks that you want to use the ability on. You may only pay for each attacking die’s ability one time.

When Donatello attacks, you may pay a Bolt energy to deal two damage directly to your opponent or a target character die. This ability targets and can be redirected, reduced, or negated with other abilities or effects that affect damage.

Using this ability is optional. If you do not pay for the ability when the die is assigned to attack, you cannot go back to pay for it later. For example, if you attack and don’t pay the Bolt energy to use his ability and you move into the Assign Blockers portion of the Attack Step, you cannot pay the Bolt energy for his ability.

If Donatello is KO’d or removed from the Field Zone during the Action and Global portion of the Attack Step, it will not affect the damage that was done with his ability because it’s already resolved.

Miscellaneous Card Information

~ Donatello is a Bolt Character.
~ He has the Teenage Mutant Ninja Turtle affiliation.
~ He has a max dice of three.
~ This card is a Common and is #7 of 58.

If you purchase either of the Teenage Mutant Ninja Turtles Box Sets, you will have one copy of each card in the entire set, as well as the maximum number of dice for each card.

Examples

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

Example One:
Attacking with one Donatello die.

~ I have one level one Donatello die and two Bolt energy in my Reserve Pool.
~ (Attack Step – Assign Attackers) I assign my Donatello die to attack by moving it into the Attack Zone. I choose to use his ability by paying a Bolt energy (placing it Out of Play). I choose to target my opponent because they do not have any characters in the Field Zone. My opponent takes two damage.
~ The rest of the Attack Step continues as normal.

Example Two:
Attacking with multiple Donatello dice.

~ I have three level one Donatello die and three Bolt energy in my Reserve Pool.
~ (Attack Step – Assign Attackers) I tell my opponent that I  am going to assign each of my Donatello dice to attack, but I do it one at a time so that I can resolve each of their abilities as they are assigned to attack.
– I assign the first die to attack, pay a Bolt energy (placing it Out of Play), and deal two damage to my opponent.
– I assign the second die to attack, pay a Bolt energy (placing it Out of Play), and deal two damage to my opponent.
– I assign the third die to attack, pay a Bolt energy (placing it Out of Play), and deal two damage to my opponent. The total amount of damage done to my opponent is six.
~ The rest of the Attack Step continues as normal.

Example Three:
Attacking with Donatello that gets KO’d after attacking.

~ I have one level three Donatello die and two Bolt energy in my Reserve Pool. My opponent has a Captain Cold’s Cold Gun: Frozen “Firearm” on a burst side in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Donatello die to attack by moving it into the Attack Zone. I choose to use his ability by paying a Bolt energy (placing it Out of Play). I choose to target my opponent because they do not have any characters in the Field Zone. My opponent takes two damage.
~  (Attack Step – Assign Blockers) My opponent doesn’t assign any blockers.
~ (Attack Step – Actions and Globals) I do not use any Actions or Globals and pass priority to my opponent. My opponent decides to activate their Cold Gun die. They target my Donatello die, dealing him three damage and it blanks the text from the die until the end of turn.
~ (Attack Step – Assign and Resolve Damage) I assign Donatello’s five damage to my opponent.
~ The rest of the turn continues as normal.

Official Sources

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

Turn Order Summary Reference

turn-order

Golden Age Rating

The only reason I think this card might have a use is because of Iceman: Too Cool for Words. You could use all three Donatello dice to attack with and with Iceman, almost always have the right energy for his abilities. But that’s only if someone didn’t want to use Cheetah: Cursed Archaeologist for some reason or another. I unfortunately don’t think Donnie is gonna see any kind of competitive Golden Age play.

Donatello: Intellectually Inclined gets a rating of one out of five stars.
1 Star

Modern Age Rating

Without Cheetah in the format, Donnie should be the dude, right? I don’t think so. It pains me to say it, but I think a five cost character with a When Attacks ability that you have to pay for is too much even for Modern. While Modern is a slower format, there are still brighter stars in the sky.

Donatello: Intellectually Inclined gets a rating of one out of five stars.1 Star


Prime Rating

I think Prime is the place that Donnie has the best chance to make an appearance, as far as competitive scenes go. I still don’t think anyone is going to try to do too much with him though. His cost is still high for his ability, but he’s not completely bad. There could be a rogue team that surfaces with him on it, but I don’t think it’s likely.

Donatello: Intellectually Inclined gets a rating of two out of five stars.
2 Stars

Casual Play Rating

The major issue with Donnie is that some players aren’t sure about how many times they can pay to activate his ability. Once it’s explained that you can only pay for it once for each of his dice, it’s a little more easy to understand and use. I really like this card for casual play because it is very easy to explain to new players and not difficult to use. Donnie’s ability isn’t too shabby either for a beginner or casual player. I could easily recommend this card for any player of any skill level.

Donatello: Intellectually Inclined gets a rating of four out of five stars.
4 Stars

Opinions on this card? Leave a comment!

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans – And Fellow Clix Fans!!!

 

Ever since Star Wars Destiny released, I’ve been asked many times if I would be covering Destiny as well. Personally, I am not the biggest Star Wars fan. I am a much bigger Star Trek fan, but I do enjoy the Star Wars movies – yes, you can enjoy both, despite what the hardcore fans on both sides say. It’s not a competition – it’s called personal preference and neither one is better than the other. I think I just heard an audible *GASP!* from all over the universe right now. You can like both Star Wars and Star Trek while being a bigger fan of one more than the other – without the universe imploding in on you.

But that being said, I will not be buying into any Star Wars Destiny. I’ve watched the game played and discussed the game with some of our local Dice Masters who are playing both (yes, you can do that too), and Destiny is not the game for me. I don’t like how the game is designed as a whole. It could have been Star Trek themed and I wouldn’t play it. That doesn’t mean the game is better or worse than Dice Masters or any other game out there – it’s personal preference.

I encourage players of any collectible game to play at least two different collectible games, because the different game play or different game strategies could help you in other games. Thinking differently in one game could help you realize something you hadn’t yet thought of in the other game. I play the My Little Pony CCG on a casual level, mainly because it’s about as expensive as MtG to play competitively and I’m not excited about sinking that much money into a single deck of cards. I’ve also played HeroClix casually for a long time. I recently decided  to play in more of the store HeroClix events and even do a bit of branching out here on my blog with some HeroClix related articles.

I do not play competitive Clix (yet) – so if you’re looking for the next big thing in Clix, it’s not here. I’m reaching out to all those fellow players that like myself, that want to play the Clix they like and not the ones they feel they have to play. Saturday, I played in a tournament and I used a TMNT Ally team. I’m definitely not up on the rules for Clix and had to constantly ask our resident expert lots of questions. We may have even botched some of those, but I imagine someone out there will watch the videos and be kind enough to point out any game play errors so we don’t make them again.

I know if you’re an experienced Clix player reading this, you probably will find my team silly or you think I’m a noob for my lack of Clix experience. Everyone has to start somewhere and I definitely welcome advice and positive criticism. I would like comments to remain family friendly across all my outlets (Facebook, Instagram, Twitter, YouTube, here). Maybe one day I will find myself looking at meta pieces and playing in a larger event, but for now, I’m keeping it casual in my hometown.

The store’s rules for this event were:
~ 400 point Golden Age build.
~ Common, Uncommon, and Rare only. No LE, Super Rare, Prime, etc.
~ No Resources, Relics, etc.
~ Highlander Rule – No two characters with the same ‘Real Name’ could be on the same team. For example, you could have two Batman characters, but one would have to be Bruce Wayne and the other Dick Grayson. I’ve tried researching Highlander rules and I’ve seen lots of variations and can’t find anything official. I originally had two Raphael characters on my team but because the TMNT pieces don’t have ‘real names’, the FLGS said that the ‘Universe’ would act as the real name. This allowed me to have two different Raphael characters, one being the 1988 Comic series and the other being the 2012 animated series. The FLGS allows for multiples of the same character that don’t have a real name, like a Thug or Foot Soldier.

* Side Note! *
I am only the TO for Dice Masters and the MLP CCG at my FLGS. I have nothing to do with formatting the Clix events. If you have suggestions for different events, you are welcome to comment them here, message me, email me, etc, and I will absolutely pass them on to the store.

This was my team from Saturday:

395 points total

2-18-17-team

 raphael-25casey-jones-12leatherhead-17fugitoid-13leonardo-26michelangelo-26

My record was 2-1-0 for the event. I lost to an X-Men team build that was really good, but because of technical issues with my camera, I was not able to record that match.

The idea I had was to use Fugitoid as a pack-mule and move my dudes around. I’m still learning all the tricks to doing that, like attacking with my dudes first, then carrying them off with Fugitoid to keep them out of combat to clear their tokens on the nest turn. So I was going to use Fugitoid to ferry in Leatherhead, Mikey, Raph, and Casey. Leatherhead buffs his attack and Mikey’s attack if they’re adjacent to each other. Casey does the same for himself and Raph. I later realized that I should have left Casey behind and carried Leo instead. Casey has Willpower and Leo has Leadership. Taking Leo would have definitely been better. I could ferry everyone except Casey up ten spaces, and just run Casey up to them. Leo could potential clear a token off Casey on turn three with Leadership, leaving him available to charge up to a dude with Raph by his side.

I keep forgetting about Mikey’s free Smoke Cloud. It’s actually a really good ability that helps block line of fire for some characters and also prevents certain characters from charging  up to my dudes, if I place the Smoke Clouds appropriately. I was using them in my last match to stop X-23 from charging me and blowing me up. I held out much longer in that match because of Mikey’s Smoke Clouds. I can use Fugitoid to Phase/Teleport Mikey and Leatherhead away from dudes and then use Mikey’s ability to place the Smoke Clouds to hide my getaway!

I like keeping Leo around Casey and Raph to boost their defenses up from seventeen to eighteen with his Defend. I can’t tell you how many times that one extra defense point has mattered in other games! Leo can use his Leadership to clear Raph or Casey when they need it and Leo is a nice attacker too.

I had an epic fail happen in round one that you can see in the video on my YouTube channel. I rolled a crit miss on an attack, used my Prob to avoid taking damage, and still rolled two ones on the reroll. That has never happened to me so it was fairly astounding to see, and luckily, I caught it on camera!

I really like my Turtle Clix and I’m very happy that they are playable against other current pieces. Being the Star Trek fan that I am, I jumped into the Star Trek Clix and began playing again after many years, just because of them. I quickly realized how under powered they were and got very discouraged. I didn’t want to play anything else, so I quit playing again until Guardians of the Galaxy released. I wanted to play with the comic book versions of the Guardians and in the pre-release, I pulled a super rare Groot. I still haven’t been able to get the super rare Rocket to go with him, but I loved my Guardians team, and it was playable in our local meta. Then I got my hands on Deadpool stuff. I fell in love with my Deadpool team and the speech bubbles. I quit playing again for a little while because I couldn’t use my teams in the ‘no super rare’ formats and that’s what the store was running the most of. So now, I have TMNT characters that I can play with in any format, potentially win a match or two, and still have fun! That matters a lot to me – I’m not gonna play a game if I’m not having fun.

And while I’m going to branch out and play some Clix, I will always be a Dice Master, so I don’t want my fellow Dice Masters to think I’m leaving that scene. It’s quite the opposite! Being part of both the Dice Masters and HeroClix communities will only help me to become a better competitive player in DM, and possibly, one day, a competitive Clix player.

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!

Please subscribe to my YouTube channel and be on the lookout for videos of my HeroClix matches!

May your crits never be misses and your Probs never wasted!