Posts Tagged ‘Unblockable’

Greetings Fellow Dice Fans!

For this week’s confusing card of the week article, we’re going to take a look at Silver Sable: Outlaw  from the Marvel Amazing Spider-Man set.

W 15 Silver Sable, Outlaw

Ruling – Ability

When Silver Sable attacks, add a die from your bag to your Prep Area. If it is a Sidekick, Silver Sable is unblockable.

Silver Sable’s ability is a When Attacks ability. When Attacks abilities trigger simultaneously when all attackers have been assigned. If there are multiple When Attacks abilities on the active player’s side, the active player resolves them in the order they choose.

When a Silver Sable die attacks, you take a die from your bag and place it in your Prep Area. This is not the same as drawing a die, so you do not get to refill an empty bag when using this ability. Only abilities that instruct you to draw a die will trigger a bag refill.

If the die you add to your Prep Area is a Sidekick die, the Silver Sable die that triggered that ability will be unblockable. Ally dice are only considered to be Sidekick dice while they are on a character face and in the Field Zone. If you add a die with Ally to your Prep Area with this ability, Silver Sable will not be unblockable.

Silver Sable’s ability is not optional. When each of your Silver Sable dice attack, you must add a die from your bag to your Prep Area. If you can’t, this ability does nothing. You will not take damage if you can’t add a die to your Prep Area because Bag Burn only happens during your Clear and Draw step while drawing your four dice for the turn.

Each of your Silver Sable dice that attack will trigger this ability. Each trigger of the ability will only apply to the Silver Sable die that triggered it. For example: I have two Silver Sable dice in the Field Zone. I decide to attack with both, so I assign both as attackers. Both abilities trigger simultaneously, but I resolve them individually. I add a die to my Prep Area from my bag for the first Silver Sable die. The die I added to my Prep Area is not a Sidekick, so the first Silver Sable die is still able to be blocked. I add a die to my Prep Area from my bag for the second Silver Sable die and it’s a Sidekick, so my second Silver Sable die is unblockable. My first Silver Sable die is still able to be blocked because she didn’t add a Sidekick to my Prep Area – only the second one did.

Miscellaneous Card Information

~ Silver Sable is a Mask type character card.
~ She has the Spider-Friends affiliation.
~ She has a Max Dice of four.
~ This card is a Common from the Starter and is #15 of 142.

Official Sources

WizKids Official Rules Forum (WORF)

There are no rulings for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

I know a lot of folks don’t care for the Amazing Spider-Man set, but I have loads of fun playing with cards from this set. This is one of those cards. I love using Silver Sable with The Front Line: Basic Action Card, and keeping my bag full of Sidekicks. This is a great concept to build around for casual play because it’s not super serious broken, and it’s not super difficult to set up. She’s got a little bit of higher purchase cost than I like, but with a few well placed Front Line dice with a bag loaded with Sidekicks, you could be punching someone in the face for a quite a bit of damage. She’s a 0/1/1 to field, so she’s not too high on fielding costs, and her attack is 3/4/4. When you drop two Front Line dice on her, she becomes a 9/10/10, that’s also potentially unblockable.

I recently had someone ask about attacking with multiples of her dice, and I realized that I hadn’t featured her for an article yet. I also thought that now would be a good time to feature her, because I’ve had lots of inquiries about cultivating casual-competitive scenes. This is the perfect card for that type of scene!

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Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Angela: Hunter of Demons from the Marvel Guardians of the Galaxy set.

W Z1 Angela, Hunter of Demons

Ruling – Infiltrate Ability

WizKids Keywords page:
“When a character die with Infiltrate attacks and is not blocked, you may choose to remove that character die from combat and not deal combat damage to your opponent. If you do, that character die deals 1 damage to your opponent and the die remains in your Field Zone instead of going to your Used Pile.”

Infiltrate is an ability that allows you to choose between dealing combat damage as normal, or keeping your character active in the field and only dealing one ability damage to your opponent instead.

Infiltrate damage is dealt after blockers are assigned during the Attack Step. After blockers are assigned, you can choose to activate the Infiltrate ability on each character die that has Infiltrate. When you activate the Infiltrate ability, the dice are immediately removed from the Attack Zone and placed in the Field Zone. The Attack Zone is still part of the Field Zone, but only attacking and blocking dice are placed here to show they are in combat.

Infiltrate damage is considered ability damage and not combat damage. If another ability would affect damage being dealt to a player, this damage can be affected. If the ability specifies combat damage, Infiltrate damage cannot be affected by that ability.

If a character die is blocked, they cannot use their Infiltrate ability, even if the blocker is removed prior to combat damage being resolve. Once a character is blocked, they are considered to be blocked for that entire combat.

If a character die is not blocked, that die can use it’s Infiltrate ability to deal one damage directly to the opponent. If they do, that die does not deal any combat damage.

Example:
Attack Step – Assign Attackers
~ This is where attacking dice are assigned.
Attack Step – Assign Blockers
~ This is where blocking dice are assigned.
~ Any dice with Infiltrate can be activated in this step after all blockers have been assigned and those dice with Infiltrate are not blocked.
~ Once activated, the dice will be removed from the Attack Zone, remaining in the Field Zone, and your opponent will take one damage from each dice with Infiltrate. Those dice are no longer considered to be attacking.

Ruling – Ability

Angela has an additional ability on her card that says:
While Angela is active, your character dice with Infiltrate cannot be blocked and deal no combat damage.

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

while-active-light

While Angela is active, any character dice that have the Infiltrate keyword will not be able to deal combat damage. This means that any of your dice that have Infiltrate will not deal damage to a character die that they’re blocking. The dice with Infiltrate will still take combat damage from any dice they block.

You will also not be able to deal combat damage to your opponent with any character dice that have Infiltrate. You can choose to not activate a character die’s Infiltrate ability while Angela is active. If you choose not to activate Infiltrate, that character die will deal zero combat damage to your opponent and then go Out of Play.

Example:
I have one level two Angela (4A/3D) and one level three The Spot: Dr. Jonathan Ohnn (2A/3D) in the Field Zone. Angela and The Spot have Infiltrate.
Attack Step – Assign Attackers
~ I assign The Spot to attack, moving his die to the Attack Zone.
Attack Step – Assign Blockers
~ The Spot cannot be blocked because of Angela’s ability.
~ I now choose if I want to activate Infiltrate.
~ If I choose to activate Infiltrate, The Spot will be removed from the Attack Zone and he’ll deal one damage to my opponent.
~ If I choose not to activate Infiltrate, we move to the next portion of the Attack Step.
Assign and Resolve Damage
~ If The Spot’s Infiltrate was activated, then there isn’t anything to assign or resolve in this step.
~ If I didn’t activate Infiltrate, The Spot will assign and deal zero damage (not 2, because of Angela’s ability) to my opponent and immediately be placed Out of Play.

Miscellaneous Card Information

~ Angela is a Bolt type character card.
~ She has the Guardians of the Galaxy affiliation.
~ She has a max dice of four.
~ This card is an Super Rare and is #117 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
There isn’t a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I featured Angela: Art of the Hunt (uncommon) a little while back, but I noticed several questions popping up about this specific Angela, so I decided to feature her this week.

I know that a lot of folks get nervous when they can’t deal combat damage to their opponent or even to blocked attackers. But, this Angela guarantees that you can get your Infiltrate damage done. And with cards like Black Widow: Spider’s Bite out there, I think it’s a fair trade off. There are a few inexpensive Infiltrate dudes that can help you get more dice in the Field quicker than trying to buy multiples of Angela or Black Widow.

I’ve played a team using Angela, Black Widow, and The Spot – and I love that team! I haven’t played it much lately, but I need to revisit it now that a bazillion more sets have dropped in the last few months. It can be a very deadly combo if played effectively and that’s what I’m working on now!

There is a decent combo using Angela and True Believer’s Global too. The idea is that your attackers will be unblockable because they have Infiltrate. Once you get to the Globals part of the Attack Step, you use the Global on Angela and now your unblocked attackers can deal their combat damage to your opponent for a finishing blow.

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!

 

For this week’s confusing card of the week article, we’re going to take a look at Angela: Art of the Hunt from the Marvel Guardians of the Galaxy set.

W Angela, Art of the Hunt

Ruling – Infiltrate Ability

“When a character die with Infiltrate attacks and is not blocked, you may choose to remove that character die from combat and not deal combat damage to your opponent. If you do, that character die deals 1 damage to your opponent and the die remains in your Field Zone instead of going to your Used Pile.”

Infiltrate is an ability that allows you to choose between dealing combat damage as normal, or keeping your character active in the field and only dealing one ability damage to your opponent instead.

Infiltrate damage is dealt after blockers are assigned during the Attack Step. After blockers are assigned, you can choose to activate the Infiltrate ability on each character die that has Infiltrate. When you activate the Infiltrate ability, the dice are immediately removed from the Attack Zone and placed in the Field Zone. The Attack Zone is still part of the Field Zone, but only attacking and blocking dice are placed here to show they are in combat.

Infiltrate damage is considered ability damage and not combat damage. If another ability would affect damage being dealt to a player, this damage can be affected. If the ability specifies combat damage, Infiltrate damage cannot be affected by that ability.

If a character die is blocked, they cannot use their Infiltrate ability, even if the blocker is removed prior to combat damage being resolve. Once a character is blocked, they are considered to be blocked for that entire combat.

If a character die is not blocked, that die can use it’s Infiltrate ability to deal one damage directly to the opponent. If they do, that die does not deal any combat damage.

Example:
Attack Step – Assign Attackers
~ This is where attacking dice are assigned.
Attack Step – Assign Blockers
~ This is where blocking dice are assigned.
~ Any dice with Infiltrate can be activated in this step after all blockers have been assigned and those dice with Infiltrate are not blocked.
~ Once activated, the dice will be removed from the Attack Zone, remaining in the Field Zone, and your opponent will take one damage from each dice with Infiltrate. Those dice are no longer considered to be attacking.

Ruling – Ability

Angela has an additional ability on her card that affects her Infiltrate ability. Her additional ability allows her to deal an additional damage with her Infiltrate ability when she uses it.

If Angela is not blocked, she can use Infiltrate. When she uses Infiltrate, she can deal two damage instead of one and she remains in the Field Zone.

Example:
Attack Step – Assign Attackers
~ A level three Angela die is assigned to attack.
Attack Step – Assign Blockers
~ There are no blockers assigned.
~ Angela uses her Infiltrate ability and is removed from the Attack Zone. She will deal two damage instead of one to the opposing player.

Miscellaneous Card Information

~ Angela is a Bolt type character card.
~ She has the Guardians of the Galaxy affiliation.
~ She has a max dice of four.
~ This card is an Uncommon and is #43 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
There isn’t a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I’m really digging this new Infiltrate ability and I like the characters that enhance the ability a lot. I like the super rare version, Angela: Hunter of Demons. She makes your characters with Infiltrate unblockable, and she also has Infiltrate. The downside is that she also makes it so your characters with Infiltrate can’t deal combat damage.

The version of Angela in this article is a great draft pick. I also like her because I still have the choice of dealing combat damage or using the Infiltrate ability. She also does an additional point of damage if she uses Infiltrate, making her damage two instead of one. If you get several of her dice in the field, she could possibly be doing a decent amount of damage when she’s not blocked.

I like the offensive nature of Infiltrate characters, but they are great control pieces too. Your opponent has to think a little harder about how they block or don’t block when these guys are running around. Characters that use Infiltrate when not blocked will remain in the field as potential blockers. Infiltrate is definitely better than I initially thought and this particular Angela is a great character to play around with.

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!

 

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!

 

For this week’s confusing card of the week article, we’re going to take a look at Huntress: Cry for Blood from the DC Batman set.

W Huntress, Cry for Blood

Huntress has two abilities. One is the Flip Keyword and the other says that she can’t be blocked by Sidekicks. I want to go over the second ability first.

Ruling – Ability

Both sides of Huntress’s card says that Sidekicks can’t block her. Regardless of which side she’s showing, Sidekicks will not be able to block her when she attacks. This include characters that have the Ally Keyword, because while those dice are in the Field Zone, they are considered to be Sidekicks. Ally characters are only considered Sidekicks in the Field Zone and nowhere else.

The Attack Zone is still considered to be part of the Field Zone, so while an die that has the Ally Keyword is attacking or blocking, they are still considered to be a Sidekick.

Ruling – Flip Mechanic and Flip Keyword

The Flip keyword allows you to flip that character’s card to it’s other side at the start of your turn. Only cards that have the Flip keyword can be flipped at the beginning of your turn.

The Flip Icon shows that the cards has two sides. Some cards have the Flip Icon but not the Keyword. These cards have a specific trigger or specific timing that they can be flipped. Below is a picture of the Flip Icon, which can be found on the left top corner of the text box on Flip cards.

Flip Icon

Dice will reference the card’s current side, even if it was flipped by another game effect during the turn. The card face that is currently showing will reflect how the die works.

Some characters have different affiliations and different abilities on each side of their card. It’s very important to check your Flip cards at the start of your turn, before your Clear and Draw Step. Once you clear your Reserve Pool and draw your four dice for the turn, it’s too late to flip any of your cards with the Flip keyword.

Miscellaneous Card Information

~ Huntress is a Bolt type character card.
~ She has the Batman Family affiliation on Side A and the Villain affiliation on Side B.
~ She has a max dice of four.
~ This card is a Rare and is #97a and #97b of 124.

Examples

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

Example One:
Flipping Huntress.

Game State
~ I have one level three Huntress (4A/3D) die in the Field Zone and her card is on Side A. I also have a level three Batwoman: Code of Honor (5A/4D) die in the Field Zone and her card in on Side A (Common Ground – Batwoman can’t be blocked if she attacks with at least one Villain character die.).
~ My opponent has one Sidekick die in the Field Zone.
~ It’s the very beginning of my turn, before my Clear and Draw Step.
(Beginning of Turn)
~ I look at my characters with the Flip keyword and decide if I want to flip any of them.
~ I decide to Flip my Huntress to Side B where she has the Villain affiliation, because I can attack with her and Batwoman later in my turn and my opponent won’t be able to block either of them.
(Clear and Draw)
~ I now clear dice from my Reserve Pool and draw four dice from my bag.
~ The rest of the turn proceeds as normal.

Official Sources

WizKids Official Rules Forum (WORF)
WORF doesn’t have an official ruling on this card yet.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I really like this Huntress with the uncommon Batwoman because they can get through those Sidekick walls fairly easily. It limits your opponent’s blocking options too and gives you a better idea of how they’ll block. The flip cards are definitely more interesting and more useful than I had anticipated. I like that Huntress isn’t expensive and can potentially be a turn one purchase if you don’t have any other options. She’s cheap enough to buy multiples of her die too, making her a force to reckoned with if your opponent is relying on Sidekicks and Ally characters to be blockers. Huntress is really great in drafts and casual play. I think she might have a place on some teams out there, but I don’t think she’s a must have for the competitive meta. If you see her across the table from you, be sure you keep something else besides a Sidekick or Ally to block with – or she’s most likely going to hit you. She may not hit hard on her own, but add them up and throw in another character like Batwoman and you might be in trouble!

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

This is week four 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”
Donatello: Technologic
Raphael: Second Son
Michelangelo: Booyakasha!
Leonardo: Fearless Leader
April: No Mere Damsel
Metalhead: Dissociative Identity
Rip Hunter’s Chalkboard: WHEN AM I?
Casey Jones: Mutant Hunter

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

You can check out our featured matches from this event on my YouTube channel, Dice Dice Kitty. You can find the videos in the May 20, 2017 playlist.

My Team

My Team 52017

You can find my team here, on DM Retrobox.

Retrobox hasn’t added the Defenders Team Pack yet, so Iron Fist: Holding Back the Storm is missing from my Retrobox list. I used three dice for him.

So the idea was to field a couple of Silver Sable dice and then cycle my Iron Fist die to eventually defeat my opponent. Alfred was to be my blocking character. Negasonic Teenage Warhead was my backup win condition in case something went wrong with Iron Fist. Stepford Cuckoos and the uncommon Cold Gun were my control pieces. S.T.A.R. Labs was my churn and Parallax was support. I love the SRA and Reclaim BAC pair. They seem to help my teams flow better, unless they decide to never roll an Action face… like they did this week.

I had a horrible time in my first match with both my Basic Action dice. I never saw a Superhero Registration Act and I only rolled one of my Reclaims. I’m convinced that the lack of churn and poor purchasing choices were my demise.

I decided to just concede my next two matches because I wasn’t feeling it. I don’t usually concede or drop from events, but my beloved dice tower was in a tragic accident just before round one started. Part of it was broken and it crushed my spirit for the rest of the night. I was terrified to use it at all for fear it would completely fall apart in the middle of a match. If it had, I would have totally been in tears. I think I managed to patch it for now, until I can order a new one or order replacement pieces. I hope the person that caused the accident does the right thing and helps me replace the broken pieces.

Winning Team

North did a fantastic job with his own Lockout League version of Flying Sidekicks. He was totally undefeated and has earned his Flying Ally team a place on the Lockout List.

You can find North’s team, here.

North's Team 52017.png

I’m so very sad to see Big Entrance and Reclaim make the Lockout List, but I’m a little surprised that it’s taken this long to get them there. Congratulations to North on his win this week!

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: WHEN AM I?
Casey Jones: Mutant Hunter
Falcon: Recon
Alfred Pennyworth: MI-5
April: Channel 6 Reporter
Aunt May: Independent
Elektra: Way of the Stick
Parallax: Source of Terror
Felicity Smoak: Manipulating Technology
Foot Ninja: Ninja Syndicate

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

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!