Posts Tagged ‘TMNT’

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!

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

Greetings Fellow Dice Fans!

 

We held a Prime format event this past weekend and I decided to play with a mostly TMNT team. Before I go any further, I have a little bit of bad news. I did not take pictures of my opponents’ teams, and an unfortunate technical issue has destroyed two of my three videos. I will post the video I have on my YouTube channel when I get done editing it. I did not take pictures of my opponents’ teams for this report because I was doing videos of all my matches this week. I apologize for the lack of content in this report.

My Team

You can find my team here, on DM Retrobox or in the Slideshow below.

This slideshow requires JavaScript.

I put April, Michelangelo, and Leonardo on my team to decrease the cost of my TMNT characters. I like Donatello because he does ability damage directly to my opponent for each of my other active TMNT characters when each of his dice attack. Metalhead is a really beefy attacker when you have lots of TMNT dice active. Raphael protects my TMNT characters from Action Dice and Globals, which came in handy! I put Casey Jones on the team to help me clear Sidekicks/Allies out of Metalhead’s path. Rip was the only card on the team that wasn’t from a TMNT set. I wanted to have access to the Global if my opponent decided not to bring it. Reclaim was useful for moving over those recently purchased character dice. Mutation is just a great card for Mutating Sidekicks out and bringing in those TMNT characters as well as Mutating out characters on my opponent’s side, for less threatening characters.

I had lots of fun playing this team, and every game I played was somewhat close – except for my first match. I ended with a record of 0-3-0 for the event, but the fun I had was totally worth playing with my Turtles! I would like to take Casey Jones off the team and add a force block Global, like Wasp: Fashionista so that I can force my opponent to block my Donatello dice, hopefully putting them back into the Field Zone. I would also like to swap my Metalhead out for this one:

w-26-metalhead-dissociative-identity

Using Dissociative Identity with the four Turtles would be a huge benefit. I can attack with all of my dice; Donatello dice will be doing their direct damage first; then Metalhead’s ability will make the four Turtles unblockable; then the four Turtles will all hit my opponent, hopefully for lethal. I can use one or multiple Donnie dice to soften my opponent up first, making the victory easier to accomplish.

I played against a Bat-Family team, an Action Burn team, and a Satchel team. The Action Burn team won the event on tie-breaker points, but all three of those team were 2-1-0 for the event. I plan to make the appropriate adjustments to my team and play it again in a future Prime event. I also have a Gorilla Grodd team that I enjoy playing and Hypervelocity team that I’m working on.

I apologize again for the lack of content in this report, but I wanted to put something out there for folks to read. Something is better than nothing! I hope I have the technical kinks worked out for next week.

What are some changes you’d make without changing the spirit of the team?
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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at the Renet Tilley: 79th Dimension of Null-Time from the Teenage Mutant Ninja Turtles: Heroes in a Half Shell box set.

w-35-renet-tillet-79th-dimension-of-null-time

Ruling – Ability

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

while-active-light

Renet Tilley’s ability lets you spin an action die that’s on an action face to any other side, but only right after you complete your Roll and Reroll Step and before you begin your Main Step. The action die must be on a non-energy face for you to be able to use her ability for that die. You can spin the die to any energy face or any action face.

Miscellaneous Card Information

~ Renet Tilley is a Bolt Character.
~ She does not have an affiliation.
~ She has a max dice of three.
~ This card is a Common and is #35 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 Renet Tilley for one Action Die.

~ I have one level one Renet Tilley in the Field Zone.
~ (Clear and Draw Step) I draw four dice from my bag. I draw two Captain Cold’s Cold Gun action dice and two Sidekick dice.
~ (Roll and Reroll Step) I roll my four dice and they land on two Wild energy, one Cold Gun on an action face with no bursts, and one Cold Gun showing its single generic energy side. I choose to reroll the Cold Gun on the energy face and it lands on the same single generic energy face.
~ (Roll and Reroll Step) If I want to use Renet Tilley, I must do so now before I begin my Main Step. I choose to spin my Cold Gun on the action face to an energy face with the Bolt and Fist energy. I could have used her ability to spin it to an action face with bursts or even the single energy face, but I want the Bolt/Fist energy this turn instead.
~ (Main Step) I now begin my main step.

Official Sources

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

Turn Order Summary Reference

turn-order

Unlimited Competitive Play Rating

I could see her being a useful rogue level card. There are not many action cards that benefit from a burst ability in the unlimited meta, but Cold Gun is definitely the biggest one. She can be useful in getting energy from a die that rolled an action face that you didn’t want an action for in that particular turn. In an unlimited setting, she is a good card, but I don’t think she’s that good to make a huge splash in the major meta. There are too many ways to get rid of her – easily. Her defense stats make her an easy target for the Magic Missile/Unstable Canister burn Global (or even the action ability). I think the most useful spot she can find is on a Bolt Ring team variant. She can spin those Kryptonite action faces over to bolt faces to help boost your damage. She does make for an easy DWiz distraction if your opponent is worried about you benefiting too much from her ability which could keep some of your other major pieces safe from the DWiz. But overall, I don’t think she’ll be as useful as some players have thought, and mainly because I think some folks have misread her ability. She doesn’t spin energy faces to action faces, which definitely would have made her over powered.

Renet Tilley: 79th Dimension of Null-Time gets a rating of three out of five stars.
3 Stars

Prime Play Rating

As far as Prime goes, the limited ramp and churn options make Renet Tilley a little more valuable. You don’t have to worry about a whiffed energy roll on an action die, or you could easily spin that Momentum to it’s double burst from its other action face. I think we’ll see her a lot more in Prime than unlimited. There are definitely less threats out there for direct removal in Prime too. A Cold Gun would KO her on any side because of her low defense, so she makes for a great no-burst Cold Gun target. I really like this card for Prime and I think we’ll see a lot of her in this format.

Renet Tilley: 79th Dimension of Null-Time gets a Prime rating of four out of five stars.
4 Stars

Casual Play Rating

I love how easy this card is to understand for a new player. The ability is worded well and there isn’t a lot of room for confusion. This is one of the many awesome cards in the newest TMNT box. That box is truly a comprehensive box of goodness and I will be recommending it to every new player! I’m really happy that the characters in this box are easy for beginners to understand and use, including this Renet Tilley. A new player will benefit from using this character because she’s not one that they would want to attack with, teaching newer players about the benefit of leaving your character active instead of attacking. I definitely recommend this card and the Heroes in a Half Shell box set for every player out there!

Renet Tilley: 79th Dimension of Null-Time gets a casual play rating of five out of five stars.
5 Stars

Opinions on this card? Leave a comment!
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Special thanks to The Reserve Pool for the use of their site.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

WizKids has released another complete box set for Teenage Mutant Ninja Turtles! This set is called, Heroes in a Half Shell. If you purchase this box set, you will get the entire set, max dice for each character, and a bunch of other goodies!

TMNT 2 Heroes in a Half Shell.png

This box can be played as a stand alone product, added with the previous TMNT Box Set, or mixed in with the vast library of Dice Masters cards to enhance any team for various formats. This box set is great for casual players and seasoned players alike. If you’d like to take a look at the previous TMNT Box Set, you can find my review here.

You can find my review video on YouTube, here.

Dice Building Game Box Set

boxes

Box Contents

~ Teenage Mutant Ninja Turtles Rulebook
~ 4 Color Coordinated Paper Playmats
~ 4 Color Coordinated Dice Bags
~ 12 Basic Action Dice
~ 32 Sidekick Dice
~ 48 Character Dice
~ 48 Character Cards
~ 10 Basic Action Cards
~ 4 Action Reminder Cards
~ Collection Tray with Clear Cover

Rulebook

Both this rulebook and the one from the first box have the doubles start up rules in the back. The rulebook feels durable and looks really nice. It’s one I’d like to keep on me as my reference rulebook.

rulebook

Keywords

There are several returning keywords in this set, but you won’t find any new ones.

Ally
Overcrush
Swarm
Turtle Power

WizKids has a comprehensive list of Keywords on their site. You can also find expanded descriptions for all the keywords on The Reserve Pool‘s site.

Affiliations

We don’t see any new affiliations, but the Teenage Mutant Ninja Turtle affiliation returns in this box set. The other affiliation you’ll find is one that crosses over almost all other IPs, Villain.

Characters

If you haven’t seen any or most of the 2012 animated series, but plan to watch it later – you may want to skip reading some of this. I discuss lots of things from that series which could be seen as spoilers.

april

April makes her second appearance in Dice Masters. This time, she looks a little different. We now have the 80s animated version and the 2012 animated series version of April. She’s a Shield character and all of her versions have a cost of two. She has the Ally keyword on all three cards and each card does something directly related to the Teenage Mutant Ninja Turtle affiliation. Please take note – she does not carry the TMNT affiliation herself! No Mere Damsel is absolutely my favorite of all three because she’s easy to purchase and helps reduce the cost of your other TMNT characters. A cheap character with Turtle Power seems really good for any team built around the TMNT affiliation. I don’t think any version of this April will make it into the unlimited scene, and it’s not likely she’ll see Prime play either unless someone finds a super awesome TMNT team build.

casey-jones
Casey Jones is back again as a Fist character with a purchase cost of two and three. Penalty Box is pretty handy for gaining life, but life gain is not all that prevalent in unlimited or Prime. I think he may be a nice tech piece for someone that can’t decide what their eighth character should be and it’s great that he has a Global already built in that helps his ability. I don’t like either of his other cards in this box. Penalty Box is not a bad choice for playing in casual or limited type event. Casey Jones would be an easy addition to any team that needs a cheap character. Although he’s not a Villain affiliated character, he could still be added to a Villain team and wouldn’t necessarily break theme because he was a vigilante that wasn’t always a friend of the Turtles.

donatello

Donatello is my dude! All of Donnie’s versions cost five energy, and we see the return of Turtle Power to the Turtle cards on Notice Me!. I don’t think Turtle Power is especially useful on characters that cost more than three or four. Something I like about all four Turtles is that they all have a version that does something similar to Intellectually Inclined. When they attack, they can each deal two damage to target character die or opponent if you pay an energy that corresponds to their energy type. Donatello is a Bolt character, so when he attacks, you can pay a Bolt energy to deal the two damage. I like that they all have a similar ability like that. Intellectually Inclined is my favorite of the three. Technologic would only be useful in a limited format where you’re only using the TMNT box sets. I don’t think that any version of Donnie will make it into unlimited play, but it’s possible that Intellectually Inclined might find a rogue home in Prime.

foot-ninja
Foot Ninjas are back! They are Bolt characters that all have the Ally keyword and all cost three energy. Shinobijutsu has the Swarm keyword as well, but it has the same issue as the other Swarm Foot Ninja from the first box set – max of three dice. I find Swarm to be much more effective when you have four or more dice for the card. Shinobijutsu also works with Shredder, so if you’re playing this guy in a limited setting, he may be fun. But then I saw Stick to the Shadows and fell in love with this card. I’m the type of player that loves Overcrush or direct damage, like the type of ability damage on Stick to the Shadows. The only trouble you might have is getting two or three of them active at the same time to attack with. I can see this version possibly making a splash in the Prime format, but not likely in unlimited. I don’t much care for the ability on Glass Jawed.

hamato-yoshi
First newcomer card – Hamato Yoshi. Hamato Yoshi suffers from an identity crisis over the various canons for TMNT. In one canon, he was the man that owned Splinter. Splinter watched and mimicked his movements while he was practicing martial arts. Splinter mastered the martial arts from his cage. Splinter went on to become the mutated rat we all know and love. In another canon, Hamato Yoshi was the adversary of Oroko Saki (Shredder) and was followed by Saki to the US. Yoshi was later exposed to mutagen causing him to mutate into a rat-man because he was mostly in contact with rats since he was living in the sewer with them.

Now, as for card abilities, I don’t like any of them. None of these type of cards fit how I play. All of the versions are expensive Shield type characters, and even the Global on Shidoshi isn’t good enough to justify adding him to a team. If you’re looking at him for limited or casual play, I’d probably go with Shidoshi. He would help your other attackers get through and with his huge defense, he might just survive!

karai
Karai is another new character to Dice Masters. She’s no stranger to fans of the comic and the 2012 animated series. Her card art comes from the 2012 series. She’s a four cost Fist character without an affiliation, and all of her versions do something in relation to Sidekicks. I really like Dark Lineage, because she could help slow the damage coming from Front Line teams. You have to keep her in the Field Zone though, which is not easy to do since Front Line typically runs Imprisoned (in unlimited) and they would snatch up any Karai threat. I could see her being really useful in Prime, casual, and limited. I’m not excited about Torn Between Two Worlds, but she could potentially eliminate a threatening Ally. I like anything that’s cheap to purchase and buffs my Sidekicks, like Uneasy Alliance. My favorite is definitely Dark Lineage, even though I like Uneasy Alliance a lot.

leatherhead
Leatherhead – the Cajun Gator that’s typically a villain in the TMNT universe, but becomes an anti-hero of sorts in the 2012 series canon. All the fun, conversational characters seem to cost the most… He’s also a new character to Dice Masters. He’s a five and six cost Shield character that does something with TMNT characters on all his versions. Of all of them, I like I Guarantee! the best, but none of them seem good for unlimited or even for Prime. In a limited format where you’re only playing with the TMNT boxes, I Guarantee! would definitely be my pick for a Villain team. He’s got some really beefy stats too and his fielding cost isn’t bad.

leonardo
Leonardo is our next Turtle in the box. All of his versions are five cost Fist characters. Fearless Leader has Turtle Power, which like I mentioned before, I don’t like on a five cost character – even in limited. Multifolded Steel is kind of interesting, if you somehow found a way to use the TMNT affiliation effectively. Plight of the Eldest is by far the best of the three. He has that cool ‘burn’ type ability that you can pay a Fist energy to use when he attacks. Just like with Donnie, I don’t think Leo is gonna see any unlimited play, and possibly only a rogue status in Prime. As for casual and limited, I could totally see someone finding a use for one the Leo cards.

metalhead

Metalhead makes his debut in the Dice Masters world. This character has a majorly distorted backstory. And like his backstory, his abilities are all over the place. Rogue Robot, purchase cost of five, gets an attack and defense buff for each other non-Metalhead TMNT affiliated character die – not character, but character die. This could potentially make him a monster of an attacker or defender. I’d say he’s probably my favorite of the three, but he’s not going to see any unlimited play and most likely not any Prime play either. His place to shine is limited and casual. Dissociative Identity works with other non-Metalhead TMNT character dice, making that die unblockable when he attacks. I don’t see him making it into unlimited or Prime either. Upgrading the Arsenal is probably the best candidate for Prime, but I doubt he’ll even make it to a rogue status. When he’s fielded, you can deal damage to a Villain die equal to his attack. It’s good, but not great. I still prefer Rogue Robot for fun stuff.

michelangelo

Here’s the party dude, Michelangelo! His five cost Turtle Power version on Booyakasha! is at the bottom of my list. Insatiable Appetite is the direct damage ability version, and since Mikey is a Mask character, this makes him very useful. Chuck and Chuck II: The Sequel has a very situational ability. There are ways to manipulate blockers and attackers to help ensure that situation happens, but it takes a lot to set up and use. Insatiable Appetite is my favorite and it looks like all those similar burn ability Turtles are going to my preferred versions. I don’t think any of Mikey’s cards will see any unlimited play and maybe only a rogue status in Prime, just like his brothers. For casual and limited, Insatiable Appetite is the way to go!

raphael

Rude dude Raphael is a five cost Shield character with the awesome ‘burn’ ability on Nightwatcher. He also has Turtle Power on Controlling His Temper, which is not exciting. Second Son could be useful in limited because he keeps your TMNT affiliated characters safe from being targeted by opposing action dice and Globals. I like Second Son a little more than Nightwatcher because his ability could be somewhat useful in a Prime format, depending on what TMNT affiliated character you can effectively use. As far as unlimited goes, there isn’t much that can break into the current meta unless it’s cheap and fast. I would love to give Second Son a try in casual and limited.

renet-tilley

Speaking of cheap, Renet Tilley is only a three cost Bolt character with decent abilities for all her cards. This is her first appearance in the universe of Dice Masters. Now, Renet has been around for a long time, but most folks don’t have a clue who she is. She has a lot to do with time traveling, which already scores her some negative marks in my book (as a character outside of Dice Masters). I don’t like needless time travel and she was a careless Time Master in the 2012 series. She is a friend of the Turtles, but she does not have the TMNT affiliation on her cards. As far as her card abilities go, 79th Dimension of Null-Time is definitely my favorite. Being able to spin that Cold Gun over to a burst face is HUGE! She’s likely going to see play in both unlimited and Prime. Impeccable Timing has an interesting ability that I need to play around with before saying I like it. Apprentice Timestress is a lesser version of Kang: The Conqueror or Scarlet Witch: Controls Probability. I can see all of her versions finding homes in limited and casual play, but 79th Dimension will most likely make it into unlimited and almost certainly into Prime. As a side note, the t on the end of her first name is not silent.

shredder

Shredder is a huge iconic Villain in the TMNT universe, so his cards deserve to be huge in purchase cost and have outrageous abilities that you’ll probably never get to go off. Surprisingly, Shredder has two versions that only cost six to buy. I know, it’s still a six cost character, but I expected him to be seven and eight costs. Scarred is interesting, but most likely not as useful as he could be since he costs six and then you need to Field him. His monstrous eight cost version, False Bushido, is not worth the effort it takes to get that ability to go off. Dining on Turtle Soup! is easily my favorite of the three. There are Globals that can force a character to attack, or better yet, force multiple characters to block and only attack with Shredder. That seems so silly and fun – I really want to build around that for our next event. Getting him into the Field could be difficult, but that’s when Polymorph Mutation comes in handy. He seems like a fun casual character, but I don’t see him making any team in unlimited or Prime.

slash

Slash is another of those Villains turned anti-hero later in the 2012 series. I kinda wish we had a version that wasn’t a Villain for that reason since they used the 2012 series art for the card. Don’t misunderstand me – I’m super excited to have Slash in our Dice Masters world. He’s a Bolt character with a purchase cost of five on all cards and each version has an ability that has something to do with ‘burn’ type ability damage. Specimen 6 deals damage equal to his attack to target opposing character die that isn’t blocking him. I like it, but I don’t love it. He won’t see unlimited play and I doubt he’d make a rogue status in Prime. Portal from Dimension X deals damage equal to his level to an opponent when he’s KO’d. You can pair that with Blue-Eyes or a Fabricate keyword to get some direct damage in to your opponent. It’s a relatively expensive way of burning your opponent and I don’t see it being used in unlimited or even Prime. Never Liked the Name “Spike” has a when KO’d ability as well. He deals damage to your opponent equal to the total amount energy in their Reserve Pool. I could see this being used in unlimited, if he didn’t cost five to purchase. I’m not sure how much Prime play he’ll see since there aren’t many effective or useful ways to KO your characters to get the most out of his ability. I like this version the best though, because I can easily use him in a casual setting and have fun with him.

tiger-claw

Tiger Claw is a new character to the TMNT universe, as far as I can tell. This is also his Dice Masters debut. There are several other tiger/cat mutant like characters, but I think this specific character didn’t come around until the 2012 series. Tiger Claw is another one of those expensive Villain characters, but one of the abilities and the stats almost make me want to attempt to play this card. I feel like Lost Humanity is too expensive for his ability, and Kraang Experiment just doesn’t seem good to me. I don’t like KO’ing my opponent’s character dice like that because it gives them more dice to roll on their next turn. I don’t see either of those two versions making it into unlimited or Prime. Seeking Vengeance is the version that I like the best and I’m a sucker for pricey characters that I can’t play in unlimited. I love Cheetah: Cursed Archaeologist, and Seeking Vengeance’s ability and attack stats are double that of Cheetah’s. Unfortunately, his cost is double too. I don’t think this card has a place in the current unlimited meta and I’m not sure he’ll make it in Prime either. As for the casual scene, this guy looks like loads of fun for a Villain team!

triceraton

Triceratons are a race of alien creatures that look like a triceratops-man thing. In almost all the TMNT universe canon, they’re strictly villains, which makes them Villains in Dice Masters! I welcome Triceraton to the Dice Masters universe! Triceraton is a Fist character with purchase costs of four and five. Cretaceous Crusher is the only four cost and he has no ability text. There are definitely cheaper Villains with better abilities for unlimited, and probably Prime too. But if you really need a four cost Villain with no ability, here he is! For limited play, he’s a great addition to a Villain team since he’s one of the cheapest. Orders from Captain Zorax gets a bonus of three to his attack, but only when he attacks. That would make his level one attack a total of six, and his level three attack a total of eight. That’s not too shabby. Loyal to a Fault has one of my favorite words as his keyword – Overcrush. I’d like to be able to buff his attack stat if I were to use this version, and there are definitely ways to do that. I think I like this dude better than the other two versions. For unlimited and Prime, I can’t see any Triceratons making the cut. For casual and limited, I think these guys are a great addition to Villains.

Character Thoughts

Renet Tilley is by far the most useful of all the characters in the box. Foot Ninjas and Karai are also good. Is the box worth purchasing for just those three characters? Maybe, depending on how bad you want or need those abilities. If you’re not excited yet, wait until you see the Basic Action Cards.

Basic Action Cards

The biggest selling point for this box set is probably the vast assortment of Basic Action Cards. Sure the characters fun and some are possible meta dudes, but with revamps of some major meta BACs in this box, I can’t think of a better argument to buy a box or two – that’s right, I said two.

w-haymaker-bac

Hello Anger Issues! I can’t tell you how happy I am to see a revamp of Anger Issues that will be legal for Prime. I have an attack buff and Overcrush all in one Action with Haymaker. This card is really high on my list of favorites for the BACs in this box. It’s a great card for all different formats from unlimited and Prime to casual and limited.

w-ingenious-tactics-bac

I did a quick search on DM RetroBox for a card that did something similar to this and I couldn’t find one. This ability seems really familiar to me but I can’t find where I’ve seen it. Ingenious Tactics is an interesting card. Using this action die will prevent all combat damage to each of your attacking character dice. I really like this BAC, but I’m not sure how I’m going to use it yet. It’s handy for keeping your dudes in the Field when your opponent’s blockers will likely get KO’d. I’ll be playing around with this to see if I can find a use for it, but the one major deterrent is the cost. If I’m paying five for an action, it better be AMAZING.

w-momentum-bac

Everyone is going crazy over this BAC. I don’t think folks are going to realize how much of a risk it is to use it until they try it on a team. Everyone went crazy over Pizza! until they realized how much is clunked up their bag and wasn’t as useful as they thought. I don’t think this die is gonna clunk up your bag or slow you down, but the risk you run by using this on your team is that your opponent can nab all of them before you even have a turn. I really love the ability on this BAC, but if my opponent brings this and I go first, I’m stealing all the Momentum.

w-mutation-bac

Welcome to Prime, Polymorph. This revamp made me happier than Haymaker. I’m a big  Poly-Player so it’s safe to say that Poly is getting replaced with Mutation. I love Turtles, so if I can replace a card with a TMNT version, I’m so going to. I don’t think this card needs much of a review since it’s a major unlimited meta card. Now it gets a shot in Prime, which I imagine it will be on many teams out there.

w-mysterious-shredder-transport-bac

Okay, several folks aren’t excited about this BAC, but I am. When a character is sacrificed, it doesn’t get KO’d, therefore it doesn’t gain the advantage of a When this character is KO’d ability. Mysterious Shredder Transport only costs three to purchase and has a great benefit. It’s a form of removal, which is not something we have a lot of in Prime. In an unlimited format, sacrificing characters could gum up someone’s bag or ruin someone’s plan. I really like this card and I’m totally gonna test it.

w-nefarious-broadcast-bac

Nefarious Broadcast is another BAC that I think could be highly useful. It can clear buffs or other active effects that come from Global Abilities and stop Globals from being used for the rest of the turn. This hurts you too, but if you’re not relying on active Global effects or planning to use any Globals, then you have nothing to worry about. It only cost two to purchase, so it’s an easy turn one purchase on a bad roll. I imagine someone will find a way to work this onto a team in unlimited and I can see it being used in Prime – especially since there are buff Globals available in Prime. For casual and limited play, it could be useful but completely depends on the local meta.

w-reclaim-bac

Escape Incarceration, minus the Resistance, has found its way into Prime… wait – it’s already Prime-Legal. Reclaim does cost one less than Escape Incarceration, which could be what makes someone choose Reclaim over Escape Incarceration. Escape Incarceration didn’t take off in unlimited, and I don’t see Reclaim finding a foothold either. As far as the Prime format goes, it’s possible we could see Reclaim over Escape Incarceration. A really bad roll on turn one could leave you with only two energy instead of three – and the wrong energy type too. This wouldn’t be a bad backup option and may be more useful to you than Nefarious Broadcast. In a casual and limited atmosphere, this BAC is definitely one I’d recommend over Escape Incarceration. It’s simpler to use and cost one less to buy.

w-speedy-delivery-bac

This is a revamp of Enrage from Uncanny X-Men. I can’t say that I’ve ever found a use for Enrage in an unlimited format where Invulnerability was available to me. There are plenty of taunt Globals out there, so the best thing about this BAC is the Global. This gives us a Bolt energy buff Global for Prime, which I don’t think we had. There are times where I’d rather have a Bolt buff than a Fist buff Global. It’s not a BAC that I’d toss to the side and forget about, but it’s not one that’s high on my list of BAC’s.

w-splinters-teachings-bac

This BAC is a revamp of Transfer Power from Uncanny X-Men, and a combination of Monster Reborn‘s ability and the Global on Mystic Box from the Yu-Gi-Oh! set. Transfer Power is a very useful card in unlimited, and now we have a revamp of it for Prime. I imagine that Splinter’s Teachings will see lots of play in Prime. For casual and limited, this is an awesome card, and not just for it’s Global. Like its predecessor, it only cost three to purchase, making it a good buy on your first turn if you don’t get the right energy for your characters. I would definitely recommend this BAC for both the competitive formats as well as casual and limited play.

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Here is my second favorite BAC in this box set, the Magic Missile revamp. I love Mutation, but Unstable Canister is a close second. The major difference between Unstable Canister and Magic Missile’s abilities are that Canister references a TMNT affiliated character and Magic Missile references an adventurer. This BAC will allow Batman Family Bat-Bomb to go off easier with a more reliable way to KO Alfred dice in the Prime format. It’s also great for Storm: Extra Lightning on a Prime team. For a casual or limited format, this is a great card. BACs that cost three or less are ones that I prefer.

BAC Overview

Wow! Talk about a loaded box! This box has all the major BAC abilities that anyoen could want! Oh, except for Big Entrance… I love that card almost as much as Polymorph. I would love to be able to use it in Prime. Here’s hoping it’ll see a revamp in the Superman/Wonder Woman starter. But really, you couldn’t ask for a better comprehensive assortment of BACs. Not only does this help new players that can’t afford all those different starters, but it helps other players that didn’t want to purchase D&D products. Good call, WizKids.

Action Reminder Cards

action-reminder-colors
The four Action Reminder Cards are color coordinated with the four Turtles, which is a nice touch. It makes it easy for players to use their favorite color of the four, or play with their favorite Turtle’s color.

Paper Playmats

playmats

Just like the previous box set, the paper playmats’ artwork and color coordinate with the four Turtles. There are lots of reminders and tips on the playmats to help new players.

Dice Bags

The four dice bags are the normal paper bags that we’ve seen in the previous box set and other starters. The dice bags have artwork and colors that coordinate with the Turtles, just like the first box set. I love that they do that, making it easy for anyone to pick their favorite Turtle and represent them. #TeamDonnie Purple for me please!

Action Dice and Sidekick Dice

sidekicks-and-action-dice
You’ll get enough Sidekick dice for four players as well as four different colors of Basic Action Dice. The Actions are color coordinated with the four Turtles, just like the bags and playmats.

As with the first box set, each of the Turtles have their very own dice designs. These are the dice for each of the four Turtles from the first box set.

01 Turtles Dice

These are the dice for the four Turtles from the new Heroes in a Half Shell box set.

tmnt-2-turtles

I think I like the first set’s dice best, but images on the second set’s dice are cool too. They used silhouettes of the Turtles from the 2012 animated series.

Storage Box

The picture on the right shows the box with both sets of dice and cards, including both sets of Sidekicks and Basic Action Dice.

The first box set didn’t have the clear tray cover which caused lots of transporting issues. Dice would slide and bounce all over the box, and even jam themselves in such a way that the box lid would lift up and possibly spill the contents everywhere. I’m so happy that WizKids added the clear cover to this box. I can put all of my TMNT dice in this second box and not worry about the box lid coming off just because the box tilted or slid onto its side in the car.

Final Thoughts

There were major improvements from the first box set. I loved the first box, but I’m in love with this one. When a new player joins our group, this is going to be the very first product that I recommend for them to purchase – not just because I love TMNT so much, but because you can’t find a better assortment of vital and useful card abilities in any other Dice Masters starter or box set. If you’re new to Dice Masters or you’re trying to help a new player with recommendations, this is the product to look at. Many of these cards are great for casual and limited play, but also highly useful in the new PDC Prime format and even unlimited.

Aside from the obvious usefulness of many of the cards for unlimited and Prime, I love how the cards work so well together within the box too. A new player can combine both box sets for even more Turtle fun! These two boxes make for a great purchase for any Turtle fan that wants to play a game using their favorite TMNT characters but doesn’t want to jump all in to the larger world of Dice Masters.

WizKids has done some amazing things with the additions of the Box Sets, the yearly Starters, and the Team Packs. It makes the game more affordable for folks that also play other collectible games, therefore keeping those folks in the community. It also allows players like myself to expand into the other games that WizKids produces, like HeroClix, where I wasn’t able to before. I really feel like WizKids is on the right track, so long as they can better balance their release dates. That’s another growing pain that younger games experience and the balancing act will come with time. They’re just now introducing the yearly starters, so once they find the best form of product releases, the release date balancing should improve. I’m excited for what the future holds for Dice Masters. I hope that WizKids decides to branch out into other IPs and release them as all inclusive Box Sets.

What are your favorite cards?
What do you think of the Dice Building Game box?
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Special thanks to WizKids and The Reserve Pool for the use of their sites.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at the Turtle Van: Basic Action Card from the Teenage Mutant Ninja Turtles box set. This is in celebration of the release of the new Teenage Mutant Ninja Turtles: Heroes in a Half-Shell box set that’s due out tomorrow!

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Ruling – Ability

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

Continuous is a keyword found on Action cards. When you use the action die, it is placed in the Field Zone and will remain in the Field Zone until the ability is activated or triggered. Activating or triggering the ability is not considered ‘using’ the die. Using the die is when you move it from your Reserve Pool into the Field Zone. It can remain in the Field Zone after your turn.

Turtle Van’s ability says that you can send Turtle Van to your Used Pile and prevent all damage to a target blocking character. This ability targets a single character die when you activate it. You may target one of your character dice or one of your opponent’s character dice. When activated, the target blocking character die will take no damage from the character it’s blocking. It will also be protected from any Globals or abilities that would damage it after the activation of Turtle Van.

There is a specific timing window for when you can activate Turtle Van. You can only activate the ability on a Turtle Van die after blockers have been assigned, during the Actions and Globals portion of the Attack Step. If you’re the active player, you will have priority to use Actions and Globals. If you’re not the active player, you will have to wait until your opponent passes you priority before you can activate Turtle Van. That means your character can still take ability damage before you’re passed priority and able to activate Turtle Van.

When you activate Turtle Van, it will go directly to the Used Pile, as per the card text.

Turtle Van has a special interaction with Overcrush. Overcrush will only work if all of the attacking character die’s blockers have been KO’d or removed by an effect. If the blocker is still present, but the damage to the blocker is prevented by an ability like Turtle Van, Overcrush will not work.

Miscellaneous Card Information

~ Turtle Van is a Basic Action with no energy type.
~ It does not have an affiliation.
~ It has a max dice of three.
~ This card is a Common and is #58 of 58.

If you purchase the Teenage Mutant Ninja Turltes Box Set, 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 Turtle Van on your turn.

~ I have one Turtle Van die and a level three Gorilla Grodd: Force of Mind die in the Field Zone. My opponent has a Sidekick die in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Gorilla Grodd as an attacker, moving him into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns their Sidekick to block my Grodd, moving it into the Attack Zone in front of my Grodd die.
~ (Attack Step – Actions and Globals) I activate my Turtle Van, targeting my opponent’s Sidekick die and placing my Turtle Van into the Used Pile. The Sidekick will take no damage for the rest of the turn. I don’t activate/use any other Actions or Globals, and my opponent doesn’t use any Globals.
~ (Attack Step – Assign and Resolve Damage) My Grodd’s seven damage is assigned to the Sidekick, but the Sidekick will take no damage. The Sidekick assigns its one damage to Grodd, but it’s not enough to KO him.
~ (Clean Up Step) Both character dice are returned to the Field Zone. All effects end and all dice Out of Play are moved to the Used Pile.

Example Two:
Turtle Van interaction with Overcrush, on your opponent’s turn.

~ I have one Turtle Van die and two Sidekick dice in the Field Zone. My opponent has a level three Gorilla Grodd die in the Field Zone. My opponent has one Bolt energy in the Reserve Pool and has Magic Missile: Basic Action Card.
~ (Attack Step – Assign Attackers) My opponent assigns Gorilla Grodd as an attacker, moving him into the Attack Zone.
~ (Attack Step – Assign Blockers) I assign both of my Sidekick dice to block Grodd, moving them into the Attack Zone in front of the Grodd die.
~ (Attack Step – Actions and Globals) My opponent has priority on Actions and Globals, so they use their Bolt energy (moving it Out of Play) to activate the Global on Magic Missile and target one of my blocking Sidekick dice. The Sidekick is KO’d and placed in my Prep Area. My opponent passes priority to me and I activate my Turtle Van, targeting my remaining blocking Sidekick and placing my Turtle Van die in the Used Pile.
~ (Attack Step – Assign and Resolve Damage) Grodd’s seven damage is assigned to the Sidekick, but the Sidekick will take no damage. The Sidekick assigns its one damage to Grodd, but it’s not enough to KO him.
~ (Clean Up Step) Both character dice are returned to the Field Zone. All effects end and all dice Out of Play are moved to the Used Pile.

Official Sources

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

Turn Order Summary Reference

turn-order

Unlimited Competitive Play Rating

Overcrush is not a huge deal in the current meta, but as soon as you don’t bring an answer for it, you’ll face off against a rogue Overcrush team. This action isn’t just good for stopping Overcrush, it’s also handy in preventing your opponent’s blocking character from taking damage and getting some crazy effect to go off or even save one of your own blockers from being KO’d. I could see someone adding this to a team if they’re worried about Overcrush and it’s not a terrible card. But since Overcrush isn’t a major meta thing, I can’t give Turtle Van more than a rogue rating. It’s useful for other things besides stopping Overcrush, but there are also tons of other really good BACs out there that someone may want to use instead.

Turtle Van: Basic Action Card gets a rating of three out of five stars.
3 Stars

Prime Play Rating

Turtle Van has been a huge deal in our local Prime meta. Everyone has an Overcrush team of some kind and Turtle Van is a great tech against it. If other meta scenes even slightly resemble ours, then I could see this particular BAC making it onto lots of teams. It’s also great for stopping double damage that a character may be dealing with against Lady Bullseye’s ability. I really like this card and I’d be surprised if it didn’t make at least Prime rogue status, even with the new versions of Polymorph and Magic Missile coming out tomorrow in the new TMNT Box Set.

Turtle Van: Basic Action Card gets a Prime rating of four out of five stars.
4 Stars

Casual Play Rating

I’ve seen this card in lots of casual matches. It’s not a super confusing ability, but the tricks of how to use it against Overcrush are not as apparent to new players. Learning to use the card in that way is something that comes with experience. The one major thing about this card that confuses players is the Continuous part. Even after some explanation, beginners and less experienced players still have a hard time understanding that action dice do not stay in your Reserve Pool – you can’t use action dice on your opponent’s turn. Newer players confuse using an action die with activating an action die’s ability. That’s really the only thing holding Turtle Van back from a five star casual rating. I still recommend this card to our newer players because it’s a great way to learn how to use action dice and how/when to activate Continuous action dice. Don’t discourage new players from Continuous actions just because they can be difficult to understand at first. If you’re a newer player reading this, I encourage you to add at least one Continuous action to your team and play with it. There are lots of great Continuous actions out there, including Turtle Van!

Turtle Van: Basic Action Card gets a casual play rating of four out of five stars.
4 Stars

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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

This was our last opportunity to play test with our locals before the WKO. Unfortunately, many of our players were either out sick or working, leaving us with only four total players. Mr. DDK volunteered to sit on camera each round so that everyone else had a chance to be on it at least once. I don’t think any of us are ever excited about playing under the eye of the camera every round. You can find the videos on my YouTube channel.

My Team

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You can find my team here, on DM Retrobox.

Same concept as last week, except the one minor change I made. I replaced Elf Thief for Constantine: Antihero. I intended to use Hellblazer, but completely forgot I had Antihero in my bag. At least this helped me make up my mind on which Constantine to use.

Round One

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You can see my first round match on YouTube, here. I purchased a Slander really early because he Ripped an Oracle and I wanted to be able to use my PXG or other Globals without having Oracle tax me. I would have purchased Cold Gun instead if I had the right energy, but this is the exact reason that I added Slander. It’s helpful at times when you can’t get your Cold Gun. Oracle is a huge problem for me, but I can’t add her to my team because I really don’t have room for her. I instead use control pieces that help reduce or eliminate her effect but can also be used for other troublesome cards as well. But she’s still an issue, as she was in this match. Near the 7 minute mark in the video, I keep a Cold Gun with no bursts so I could KO Oracle. I was so focused on getting her out of the Field that I probably should have just rerolled the Cold Gun in hopes of energy. I would have had enough to purchase Grodd with the Bolt/Fist energy side of Cold Gun. I don’t think it would have made that much of a difference in the end result of this match, but it’s something for me to keep in mind for future games where it could make a difference. I took a massive beating from this team, but Mask Ring is my ultimate weakness.

Record after Round One: 0-1-0

Round Two

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I faced off against Craig in the second round. I knew that if he was able to get a few good hits in with Hit-Monkey before I could get Grodd up and going, I would be done for. He purchased a Flying Car early to put it on Hit-Monkey’s card. He also purchased a few Hit-Monkey dice, but wasn’t able to get them to go off. I purchased Grodd as early as I could, with the help of some Tsarina and Guy dice that decided to roll double energy instead of characters. He couldn’t get his team going and my team performed much better than in my first match, enabling me to secure my first victory.

Record after Round Two: 1-1-0

Round Three

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I had to face off against Olivia’s Vicious Struggle team in round three. This is not your standard VS team, so playing against it is a little different. You not only have to worry about her VS dice, but you also have to pay attention to her characters. I completely forgot about her VS dice and went right for my win condition. I was afraid I had made a huge error by doing this, since you need to play the VS Mini-Game against VS teams. I knew if I could get some Tsarina dice in the Field and put her life low enough, she would have a more difficult time against me. I purchased Grodd very early in the match and with the help of Tsarina and Guy, was able to pull off a victory before her VS destroyed me. I had to time my attacks carefully, so as not to conflict with any active VS abilities. Watching life totals is crucial in matches like this as well. If you watch the video where Olivia faced off against Travis, you’ll see why Vicious Struggle is such a risky team to play. Olivia ended up in third place and won a Scarecrow: Legion of Doom.

Record after Round Three: 2-1-0
Final Standing: 2nd

Final Thoughts

While Antihero is somewhat helpful against a team that relies on Action Dice, I don’t find him to be as useful as I’d like. I can make them reroll one action die, once. If they’re using Parallax and playing the Lottery, there is a really good chance that they’re going to get that die back on the face they want. Playing with Antihero in this event just confirmed that I need to use Hellblazer instead. I think that final change should round out my team to how I want it. I am at a huge disadvantage against Mask Ring teams with this team. I’ll be sure to get some more testing in during the week with Mr. DDK, and anyone that ventures up to our FLGS throughout the week.

Thoughts on the WKO

I’m super excited to see all of my old friends from last year that are able to venture out again. I’m even more excited to meet all the new friends that I’m going to make this year, because I know of lots of folks that are planning on going that I haven’t met yet – and I can’t wait!!! I don’t think I can express my excitement adequately in words, so I’ll let this picture of Pinkie do it for me.

super-excited-pinkie-pie

I’m not expecting to win any matches this year – at all. Last year was just pure luck. I know some of you may be thinking, ‘why drive four hours and pay $15 to play a rogue team that you’re convinced will lose?’

Because I can, and because it’s not about winning. I’m strictly focusing on having fun with my rogue team, meeting folks, and just the overall experience of it. It’s not a defeatist outlook. As long as I’m happy playing my team and walk away with at least one new friend, I’ll feel like a winner!

I had so much more fun hanging out with folks than I did winning my matches last year. Sure, winning is awesome, but it’s not what the game is about for me. I want to find fun combos or different team builds and run with those – win or lose. I don’t expect to see any Grodd teams or many other rogue teams. I do expect a flood of Ring, Vicious Struggle, and Bard. I refuse to play VS because I don’t think it’s a healthy card for the game, but don’t think I won’t play the mini-game. I also won’t play Bard because I don’t like Bard. I won last year with a Ring team – Nova Ring. I will not play another Ring team regardless of how good it is, because I want to play something different from last time. I do not and I will not criticize anyone for playing what they want to play. If you’re wanting to play VS, then play it. I won’t ignore you or be rude to you just because I don’t like the card. I want everyone to play the team they want to play and have fun!

I hope to meet lots of new friends and have lots of fun this year! If you don’t know me, you can find me pretty easy – I’ll be in the Teenage Mutant Ninja Turtle shirt, and TMNT pajama pants (if Mr. DDK lets me out of the house in them). Don’t be shy – because I’m super shy around folks I don’t know. Safe travels to all my fellow Dice Masters out there!

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!