Posts Tagged ‘Uncommon’

Greetings Fellow Dice Fans!

 

Wow! 100 Confusing Card of the Week articles! I’m proud of myself for making it this far and I can’t wait to reach article #200! John P. gave me a great idea for an article and I’m definitely going to work on it. He suggested that I do an article about all the cards with a collector number of 100 and rank them. Turns out, there are 14 cards with the collector number 100 and many of them are actually really good. Then there’s that one… But, what a great idea! So in honor of that idea, I chose a card from that list for this week’s CCW article. Be on the lookout for my Top 100’s article – coming soon!

For this week’s confusing card of the week article, we’re going to take a look at Oni: Greater Giant from the Dungeons and Dragons: Faerûn Under Siege set.

W Oni, Greater Giant

Ruling – Ability

Oni has a When Fielded ability. A When Fielded ability can only be used when the character’s die is placed into the field from the Reserve Pool by paying it’s fielding cost, or by an ability that specifically states that the die is ‘fielded’ and not moved, swapped, placed, etc.

Oni’s ability says that when his die is fielded, you may put a target Action die from your opponent’s Field Zone, Prep Area, or Reserve Pool in their Used Pile and cancel any effect that particular die may have had.

This ability targets Action dice and opponents.

This ability is optional, so if you forget to use the ability when you field an Oni die and you begin another game action, you cannot back up.

When you move the die to the Used Pile with Oni’s ability, any effect that the die had is cancelled. If your opponent were to activate a second copy of the same die, that effect is not cancelled. For example: You remove a Lantern Ring from your opponent’s Field Zone. They have a second Lantern Ring active. The effect of the second Lantern Ring die is not cancelled.

His affiliation is Monster – Evil. He is not considered to be a Villain. This is important for cards that reference Villains. Monsters and Villains are not interchangeable affiliations.

Miscellaneous Card Information

~ Oni is a Bolt type character card.
~ He has the Monster-Evil affiliation.
~ He has a max dice of four.
~ This card is a Uncommon and is #100 of 142.

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 Oni for an Action die in the Field Zone and one in the Prep Area on the same turn.

Game State
~ I have two level one Oni dice and two fist energy in my Reserve Pool.
~ My opponent has a Lantern Ring action die in the Field Zone and a Big Entrance action die in their Prep Area.
~ It’s during my main step.
(Main Step)
~ I spend one fist energy (moving it Out of Play) to pay the fielding cost for one of my Oni dice, moving it into the Field Zone.
~ I can now trigger Oni’s ability if I choose to do so. I choose to use his ability and I target my opponent’s Lantern Ring that’s in the Field Zone. The Lantern Ring die is moved to the Used Pile and any effect it would have had is cancelled.
~ I spend my last fist energy (moving it Out of Play) to pay the fielding cost for my second Oni die, moving it into the Field Zone.
~ I can now trigger Oni’s ability if I choose to do so. I choose to use his ability and I target my opponent’s Big Entrance that’s in my opponent’s Prep Area. The Big Entrance die is moved to the Used Pile and any current effects of that die are cancelled (which there aren’t any effects for Big Entrance while it’s my turn).
~ 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’ve been an advocate for this card as an anti-action card for a long time. I think the only downside is his fielding cost, but with such a good ability, it’s worth it. You can use him to remove one of the most used Action dice in the game – Lantern Ring: Limited Only By Imagination. It goes away! It leaves the Field Zone and goes directly into the Used Pile. That means your opponent needs to work it back through their bag and roll it on an action face again. Do I think Oni is worth adding to teams? Absolutely – if you’re concerned about Action dice. If your local meta isn’t heavy on Action dice, don’t worry with him.

His purchase cost is good and his stats aren’t terrible overall, but that level three fielding cost can be painful if it hits you at the wrong time. But I do love his die – the light blue and the dark mauve/purple-ish color is a really pretty color combo.

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!

 

For this week’s confusing card of the week article, we’re going to take a look at The Question: Find the Answers from the DC Batman set.

W The Question, Find the Answers

Ruling – Gadgeteer Keyword

From the WizKids Keywords page:

Gadgeteer: When a character die with Gadgeteer attacks, you may roll a gear die or an action die with the Continuous keyword in your Used Pile.  If you roll a non-energy face, you may move it unto your Field Zone.  Otherwise, return it to your Used Pile.

I think there is a typo in on the WizKids Keywords page. Where it says ‘you may move it unto your Field Zone’, I think it’s supposed to say into and not unto. But I’m certain we all know what they mean.

Gadgeteer is a new Keyword in the Batman set. This ability only works when the character with Gadgeteer attacks and only if you have a Gear or Continuous action die in your Used Pile. Gear dice will have the Equip Keyword on their card.

You cannot use the Gadgeteer ability for a non-Continuous action die.

When your Gadgeteer character attacks, you get to choose a qualifying action die from your Used Pile and roll it. It can be a Basic Action die or a Non-Basic Action die, so long as it’s Gear or has the Continuous keyword.

After you roll the action die, if it shows an Action face (non-energy face), you get to move it into your Field Zone. Moving a die is not the same as using it, much like moving a character die is not the same as fielding it. If it shows an energy face, you must return it to the Used Pile. The image below shows where you can find the different faces on the Die Face Reference part of the card.

Action and Energy Faces

This ability is optional and not mandatory because it uses ‘may’ in the text. If your Gadgeteer character attacks and you have a Continuous die in your Used Pile, you are not required to use the Gadgeteer ability. If you forget to use it and the Attack Step has moved into the Assign Blockers portion, you have missed your opportunity to use Gadgeteer.

Ruling – Ability

The Question’s other ability works like a While Active ability even though it doesn’t say While Active. 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

Whenever you use an action die, The Question gains +1A and +1D until the end of the turn. You can use multiple action dice on the same turn and his ability will trigger for each one.

What is considered ‘using’ an Action Die?
~ When you have a non-Continuous action die showing an action face in your Reserve Pool and you use it for it’s effect, moving it Out of Play, that is considered using it.
~ When you have a Continuous action die showing an action face in your Reserve Pool, using it means putting it into the Field Zone. When you activate a Continuous action die for it’s effect, that is not the same as using the action die because the die was used by fielding it.
~ Abilities that say ‘use an action die’ or ‘use the effect of an action die’ are all considered to be using an action die.

Miscellaneous Card Information

~ The Question is a Mask type character card.
~ He has the Justice League affiliation.
~ He has a max dice of four.
~ This card is a Uncommon and is #75 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:
Gadgeteer and Using Action Dice.

Game State
~ I have one level three Question (2A/4D) die in the Field Zone. I also have two Kryptonite: Green Death dice, one Unstable Canister die, and one Captain Cold’s Cold Gun: Frozen “Firearm” die, all showing action faces, in my Reserve Pool.
~ My opponent has two Sidekick die in the Field Zone.
~ It is currently during my Main Step.
(Main Step)
~ I use one of my Kryptonite dice, moving it Out of Play, and target one of my opponent’s Sidekick dice. The Question’s ability triggers and he gains +1A and +1D.
~ I use my other Kryptonite die, moving it Out of Play, and target my opponent’s Sidekick die again. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +2A and +2D.
~ I use my Unstable Canister die, moving it Out of Play, and target that same Sidekick die which KO’s it. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +3A and +3D.
~ I use my Cold Gun die, moving it to the Field Zone. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +4A and +4D.
~ I activate my Cold Gun die, moving it Out of Play, to target my opponent’s second Sidekick die which KO’s it. This does not trigger Question’s ability.
(Attack Step – Assign Attackers)
~ I assign my Question (6A/8D) to attack, moving him to the Attack Zone.
~ The Question’s Gadgeteer ability triggers when he attacks and I check my Used Pile for Continuous action dice. I have one Turtle Van and one Bat-Signal die in my Used Pile and I choose the Turtle Van Basic Action and roll it. It lands on an Action face and I move it into my Field Zone.
(Attack Step – Assign Blockers)
~ My opponent does not have any blockers to assign.
(Attack Step – Actions and Globals)
~ I do not use any Action Dice or Globals.
~ My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ The Question assigns all six of his attack to my opponent and my opponent loses six life. The Question die is immediately moved Out of Play because he attacked and was not blocked.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability). The Question will lose all of the +1A and +1D bonuses he gained this turn.
~ All damage is cleared.
~ End of turn abilities will resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling about similar text for using an action die, here.
You can find a relevant ruling about Continuous actions and abilities, here.
You can find a relevant ruling about While Active text being missing from the card, 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 this version of Question better than the other two versions. It’s easy to build up lots of action dice for a single turn with Boomerang or even Scarlet Witch: Hex Bolts from the Doctor Strange Team Pack. Since I love Overcrush so much, using Proton Cannon just makes sense, because his stats can become massive! I love that he has Gadgeteer too, which can help you get your Continuous action die back in play. He’s got a great purchase cost and while his attack stats are not the best, his stats can get a boost and even be swapped with Kal-L’s Global. I think this card is great for casual play and possibly good for a rogue team in Modern Age competitive play too.

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 Dove: Danger!  from the DC Batman set.

Dove, Danger

 

Ruling – Ability

Dove has a special ability that does not require her to be active to use. Dove’s ability says that if she’s in your Used Pile and you take damage, you move her die to your Prep Area. Most of the abilities in the game require that the character be active to use their abilities, but her ability does not say While Active.

Dove’s ability is not optional. If you take damage, you must move Dove to your Prep Area.

Dove’s ability will trigger from any kind of damage, like ability or combat. Any ability or effect that makes you lose a life or pay life will not trigger her ability.

Ruling – Global

To use the Global on a card, you only need to pay the cost. The die does not need to be active to use the Global, unless it specifically says so.

Dove’s Global says that an attacking character die will get -1A when you pay a Shield. You can pay for her Global as many times as you have the energy to do so. Each time that you use her Global, the target attacking character die will get a -1 to their attack.

You do not have to target the same character die if you use her Global more than once.

You cannot use her Global during the Main Step, because there aren’t any attacking characters to target.   Her Global can only be used during the Actions and Globals portion of the Attack Step, and only to target an attacking character die. A character that is not attacking cannot be targeted.

Miscellaneous Card Information

~ Dove is a Shield type character card.
~ She has the Teen Titans affiliation.
~ She has a max dice of four.
~ This card is a Uncommon and is #53 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:
Dove’s ability used during the Attack Step.

Game State
~
I have one Dove die in my Used Pile and no character dice in the Field Zone.
~
My opponent has a Sidekick in the Field Zone.
(Attack Step – Assign Attackers)
~ My opponent assigns their Sidekick die to attack, moving it into the Attack Zone.
(Attack Step – Assign Blockers)
~ I do not have any character dice to assign as blockers.
(Attack Step – Actions and Globals)
~ My opponent does not use any Actions or Globals.
~ I do not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ Because the Sidekick is unblocked, it deals one damage to me and goes Out of Play.
~ Dove’s ability will trigger, allowing me to move her die from the Used Pile to the Prep Area.

Example Two:
Dove’s ability used during the Main Step.

Game State
~ I have one Dove die in my Used Pile, a Fist energy in my Reserve Pool, and Luke Cage: Bulletproof is on my opponent’s team.
~ It’s during my Main Step.
(Main Step)
~ I pay a Fist energy (placing it Out of Play) to use Luke Cage’s Global, dealing one damage to both players.
~ Dove’s ability triggers, allowing me to move her die from the Used Pile to the Prep Area.

Example Three:
Dove’s Global Timing.

Game State
~ I have a Sidekick in the Field Zone. I have Dove: Danger! on my team, but have not purchased any of her dice yet.
~ My opponent has a Sidekick in the Field Zone and a Shield energy in their Reserve Pool.
~ It’s my turn and we’re headed into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign my Sidekick to attack, moving it into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent assigns their Sidekick to block, moving it into the Attack Zone and placing it in front of my Sidekick.
(Attack Step – Actions and Globals)
~ I do not use any Actions or Globals.
~ My opponent spends their Shield energy (moving it to their Used Pile) to pay for Dove’s Global and targets my Sidekick. My Sidekick now has a -1 to its attack, making its attack a 0.

Official Sources

WizKids Official Rules Forum (WORF)
You can find the official ruling, 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

So, I’m brewing a new Teen Titans team and this is one of the Dove cards that I’m considering. I want to pair her with Hawk: Might Makes Right. My only concern in using this particular version of Dove is that my opponent can use her Global against me when I attack with Hawk. I’ve been thinking about adding Raven: Azrath, Metrion, Zinthos! to the team to protect my Teen Titans from Dove’s Global, but I’m not completely sure if want another character that I need to purchase on the team. Using this Dove won’t backfire on me that much though, because my main damage is done during the Main Step – with Hawk’s ability. I use Dove and a Sidekick to Fabricate a Golem and because Dove is KO’d for the Fabricate ability, Hawk’s ability triggers. Dove’s Global is only usable during the Attack Step, and even if it wasn’t, my opponent would still have to wait for me to pass them priority.

I’m just so torn between this Dove and the rare version of her. I like being able to spin her up, but I think I like being able to move her from my Used Pile to my Prep Area better. That makes my opponent think a little harder about swinging with a Sidekick while I have Dove in my Used Pile.

I’m also thinking about ways to utilize her ability that won’t necessarily be accessible to my opponent. For example, Luke Cage is not the character I want to use. I don’t want my opponent having access to a Global like that. I’ve thought about Rocket Raccoon: Not a Raccoon. I think he might be more useful and help me control when I trigger her ability without giving my opponent full access to a burn Global.

I like this Dove and the more I think about it, the more I like her. I don’t think she’ll see much play in the major competitive metas, but for casual play, she’s definitely a great Teen Titan to consider. I can’t wait to finish brewing this team and put it together!

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!

Logo

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

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

Batman Box

Promo Card and Pack Insert

W Batgirl, Carrying the Mantle

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

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

Rules Insert

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

Gravity Feed
Commons

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

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

Uncommons

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

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

Rares and Super Rares

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

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

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

New Ability Keywords

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

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

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

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

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

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

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

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

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

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

Returning Keywords

Ally
Continuous

Fast
Intimidate

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

New Affiliations

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

New Gods Affiliation
New Gods

Favorites

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

Favorites 1

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

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

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

Favorites 2

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

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

Favorites 3

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

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

Favorites 4

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

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

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

Favorites 5

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

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

Final Thoughts

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

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

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

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

Roll on, Dice Masters!

 

Greetings Fellow Dice Fans!

 

It’s been too long since my last Card Comparison article. I love doing these, even though I’ve only done a few. In the Card Comparison articles, I take a look at all the different versions of a character from one set and give the pros and cons of each one. In the end, I reveal my favorite and leave it to you to decide which one you prefer.

Every card has its own strengths and weaknesses. Some cards just have weaknesses, especially compared to their other set versions. But those versions that aren’t as good as the others still come packaged with that character’s die, so they are still good for obtaining those extra dice!

For this article, we’re going to be comparing the common, uncommon, and rare versions of Gorilla Grodd from the DC Green Arrow and The Flash set.

Gorilla Grodd: Supplanting Solovar – Common

I also want to take a look at the character’s subtitles and where they may have come from. Supplanting basically means to supersede or replace, and Solovar is the name of the ruler of Gorilla City. Solovar was a peaceful leader and he was overthrown by Grodd during Flashpoint. Both Grodd and Solovar are supporting characters in The Flash comics, but they also appear in other DC comics from time to time.

W Gorilla Grodd

This version of Grodd has both the Villain and Legion of Doom affiliations. The Legion of Doom is subgroup of villains that work together to accomplish a common goal. There are several Legion of Doom affiliated characters in Dice Masters, but as far as I can find, Lex Luthor: Legion of Doom is the only one with a tribal ability. A tribal ability is one that affects cards that have the same affiliation. There are a few cards that reference card names or subtitles that are considered tribal abilities, but tribal abilities primarily reference affiliations. WizKids does not officially recognize the use of the phrase ‘tribal ability’ for Dice Masters on the Keywords page. It’s primarily used by players.

His affiliations are both pros and cons. There aren’t many cool gimmicks with Legion of Doom characters, but Villains are always finding ways to buff themselves. If you’re using Villains, it could also work against you. There are plenty of anti-Villain cards in the game, but not any anti-Legion of Doom cards.

Another pro for Grodd that really stands out is his fielding costs and his stats. He has a TFC (Total Fielding Cost) of four! With his defense matching his attack on every level, this is one nasty dude. The purchase cost fits in with the pros for his stats too. Characters with large attack stats are usually expensive to purchase and field, but this particular Grodd only cost five energy to purchase and can easily be fielded on any level and is worth the fielding cost.

This Grodd doesn’t have text which is a pro and a con. “Wait a minute…” you might say, “How is that a pro?” Well, with text blanking cards being so popular, it doesn’t hurt to look at these blank cards that have a decent purchase cost and beastly stats. If you’re playing in a casual setting, this dude is actually a really good card! If you’re looking at a more competitive setting, he’s not terrible, but there are better options out there. He could be a great win condition in a draft though.

Gorilla Grodd: Force of Mind – Uncommon

Grodd isn’t just a gorilla – he’s a psionic gorilla that gained his powers by different means in different continuities. Force of Mind is likely a reference to the different psionic abilities that Grodd possesses.

w-gorilla-grodd-force-of-mind

As for the affiliations, they are the same as his common version, with the same pros and cons.

The main differences between the common and uncommon are the purchase cost and the card text. This Grodd has a purchase of seven – wow! That’s a little expensive, until you factor in his fielding costs, stats, and then his ability text.

His ability text is really good, in my opinion. You only need one of his dice in the Field Zone and he grants all of your character dice the Overcrush ability, including himself! If that wasn’t good enough, he can empower your other character dice by giving them a +1A. He doesn’t benefit from the attack buff, but all your other dice do, meaning that Sidekick just got a +1A and Overcrush.

One of the major cons to this version is that he can be blasted with a burst or double burst Cold Gun and lose his text. His ability is not an applied ability so if his text is removed, his static ability goes away too. Not that exciting to think about – seeing your big seven purchase cost character getting blanked and becoming useless for turn by a three cost Continuous Action die.

This card is a powerful card, for sure. The only real negative is his purchase cost, but he kind of deserves it. It just makes him harder to play in the faster metas with any kind of rush or aggro teams. I definitely consider his purchase cost to be a con, because I think a six cost would have been appropriate. I think he’s almost too powerful for a casual setting, but he has a chance to shine in the Modern Age and Prime competitive scenes.

Gorilla Grodd: Brains and Brawn – Rare

I love this subtitle. I’m sure you’ve heard the saying “brains over brawn” which is encouraging folks to think first before using force, or that intelligence is preferred to physical abilities. But with Grodd, it’s brains and brawn, meaning he has the intelligence and physical strength. Why not both, right?

W Gorilla Grodd, Brains and Brawn

This version of Grodd also has the same affiliations as the common and uncommon.

The main differences with this version are, again, the purchase cost and ability text. This version has a purchase cost of six, which is definitely appropriate and not really a pro or a con.

When you look at the ability text on this Grodd, he says that only Crossover character dice can block him. I think that’s a good thematic ability for Grodd as well as a decent character ability in the game. There are not a ton of Crossover characters being played in the major metas, so this guy has a chance to shine. But a huge con is that he falls victim to the same major meta card as the uncommon Grodd – the Cold Gun. If you blank this guy’s text, any non-Crossover character can block him.

This Grodd also has a Global ability on his card. You can spin a Sidekick from your Field Zone to its single fist energy side at a cost of zero! This is a particularly useful Global in any meta, but it is a Global ability, meaning your opponent can use it too. That’s the downside to any Global ability, and one this good could potentially bite you back!

DDK’s Pick!

I like the common and even the rare Grodd for casual play. But those are not my favorites at all.

I absolutely love the uncommon Grodd. His major cons are his purchase cost and that his static ability can be easily blanked by a Cold Gun or other blanking type effect. It’s not easy, but you can work around those blanking cards and effectively take your opponent down with Grodd being the key piece to your win condition. He can easily be paired with cards like Lady Bullseye: Attack on Two Fronts or Guy Gardner: Blinding Rage. He buffs Sidekicks too, so if your opponent blocks your Sidekick with one of theirs, they’re still taking one damage! You can use a force block Global, like the one on Wasp: Fashionista, to help ensure some of your attackers make it back into the Field Zone. One of my favorite things about the uncommon Grodd is that he doesn’t have to attack to buff your other characters. If you attack with him, your opponent is likely to let him through just to get him cycling through your bag and slow you down. But with his ability, you only need to attack with your other characters.

My pick is easily Force of Mind, the uncommon Gorilla Grodd. How about you? Is the choice easy for you or are you torn between different Grodds?

I would love to hear your thoughts on Gorilla Grodd.
Leave me a comment here or on Facebook at Dice Dice Kitty!
You can also find me on Twitter and Instagram.
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 Ranx: Malevolent Metropolis  from the DC War of Light set. This randomly selected card is brought to you by DM Retrobox.

Before we get into the game related part of this week’s article, I want to briefly talk about who Ranx is. I’m not that familiar with the DC Universe – or more specifically the Lantern part of it. I had no idea who Ranx was, so I went to Wikipedia for some answers. In short, Ranx is a sentient city that is often viewed as a villain of sorts. It is classified as a planetoid and has many unique abilities, including powers granted to it by the yellow power ring. I found this character to be interesting and if not for Dice Masters, I probably wouldn’t have known Ranx existed.

W Ranx, Malevolent Metropolis

Ruling Ability

Ranx has an ability that can be used during the Assign Blockers part of the Attack Step. Due to the nature of the ability, you may only use the ability if the character is active.

Ranx may block any number of Bolt type character dice that are attacking you. Those characters must be assigned as attackers in order for Ranx to block them. If you choose to use Ranx’s ability to block multiple Bolt characters, you may not block a character that isn’t a Bolt character. Characters with abilities like the one on Ranx may choose to block normally or may use their special blocking ability, but not both.

You may choose to use the ability or choose not to use it for each individual Ranx die that can block.

Standard Sidekick dice are not considered to be any energy type and would not be eligible for Ranx’s ability if you choose to use it. An Ally that is a Bolt type would be eligible.

A Crossover character that has a Bolt in its energy type is considered a Bolt character.

When a character is blocking more than one attacker, you do not get to deal your blocker’s full amount of damage to each blocked character. You can choose to assign all of it to one attacker or divide it among any number of blocked attackers.

Miscellaneous Card Information

~ Ranx is a Shield type character card.
~ It has the Villain and Sinestro Corps affiliations.
~ It has a max dice of four.
~ This card is an Uncommon and is #96 of 142.

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 multiple Ranx dice.

~ I have two level three Ranx dice (4/8) in the Field Zone. My opponent has five Bolt characters, a Mask character, and two Sidekick dice in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent attacks with all five Bolt characters, the one Mask character, and the two Sidekick dice. My opponent moves all the attackers into the Attack Zone to show that they are attacking.
~ (Attack Step – Assign Blockers) I assign one Ranx die to block all five Bolt characters, moving it into the Attack Zone in front of the five Bolt characters. I assign the second Ranx die to block the Mask character, moving it into the Attack Zone in front of the Mask character. The Sidekicks are unblocked.

Example Two:
Assigning damage while blocking two or more characters.

~ I have one level three Ranx die (4/8) in the Field Zone. My opponent has two Hal Jordan dice (level one 3/2 and level two 4/3) and one Sidekick die (1/1) in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent attacks with both Hal Jordan dice and the Sidekick die, moving them into the Attack Zone.
~ (Attack Step – Assign Blockers) I assign my Ranx die to block both Hal Jordan dice, moving it into the Attack Zone in front of the Hal Jordan dice. The Sidekick is unblocked.
~ (Attack Step – Assign and Resolve Damage) Ranx assigns three of its four damage to the level two Hal Jordan die and the last point of damage to the level one Hal Jordan die. This is enough to KO the level two Hal Jordan, but not the level one Hal Jordan. The two Hal Jordan dice assign their combined total of seven damage to Ranx, which is not enough to KO Ranx. The Sidekick die assigns and resolves its one damage to my life total and is then placed Out of Play.
~ (Clean Up) The KO’d Hal Jordan die is placed in the Prep Area. The characters that are not KO’d are moved out of the Attack Zone, back into the Field Zone. All effects end. Dice that are Out of Play are moved into the Used Pile.

Official Sources

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

You can find a ruling about a similar ability, here.

Turn Order Summary Reference

turn-order

Ratings

I am temporarily removing my ratings from the Confusing Card of the Week articles. I plan to redo my ratings system and improve it!

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 Stepford Cuckoos: Celeste from the Marvel Deadpool set.

w-stepford-cuckoos-celeste

Ruling – Ability

Stepford Cuckoos has a When Fielded ability. This type of ability only works when you move the character die into field either from your Reserve Pool by paying its fielding cost or by an ability that specifically tells you to field the character die. Swapping the die into the Field Zone or moving/placing the die by other means will not allow you to use the When Fielded ability.

This ability is not optional, meaning you must do as much as you can of her ability as you’re able to do. If you field her and your opponent doesn’t have any character dice in the Field Zone, you must still move one of your character dice to your Prep Area.

If you only have the Stepford Cuckoos die that you just fielded in the Field Zone, she must target herself. You may choose her as your target for her ability instead of another one of your character dice. Your opponent gets to choose which of their character dice to target. The wording of her ability suggests that each player choose one of their own character dice and not that the controller of Stepford Cuckoos gets to choose both.

Character dice that are moved by the Stepford Cuckoos’ ability are not considered to have been KO’d. You would not gain the benefit of a KO ability, like the ability on Jade: Jennifer-Lynn Hayden.

Stepford Cuckoos’ ability does not say that one player should reveal their choice before the other. If this becomes an issue, the active player should reveal their choice first, since the active player has priority.

Miscellaneous Card Information

~ Stepford Cuckoos: Celeste is a Mask Character.
~ She has the X-Men affiliation.
~ She has a max dice of four.
~ This card is an Uncommon and is #76 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:
Stepford Cuckoos fielded with other characters in the Field Zone.

~ I have one level one Stepford Cuckoos die in the Reserve Pool, and a Sidekick die in the Field Zone. My opponent has two Sidekick dice and an Oracle die in the Field Zone.
~ (Main Step) I field my Stepford Cuckoos. I choose to target Stepford Cuckoos with her ability and my opponent chooses to target one of their Sidekicks. Both dice are then placed in the appropriate Prep Areas.

Example Two:
Stepford Cuckoos fielded with no other characters in the Field Zone.

~ I have one level one Stepford Cuckoos die in the Reserve Pool. There are no other characters in the Field Zone on either side.
~ (Main Step) I field my Stepford Cuckoos. My opponent doesn’t have any characters to move. I only have the Stepford Cuckoos, so I must target her and move her to my Prep Area.

Example Three:
Stepford Cuckoos and KO abilities.

~ I have one level one Stepford Cuckoos die in the Reserve Pool and no characters in the Field Zone. My opponent has a Jade: Jennifer-Lynn Hayden in the Field Zone.
~ (Main Step) I field my Stepford Cuckoos. I only have the Stepford Cuckoos, so I must target her and my opponent must choose Jade, but they will not get to use her ability because she’s not being KO’d.

Official Sources

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

You can find a relevant When Fielded ability ruling on Miri Riam: Beacon In The Darkhere.

Turn Order Summary Reference

turn-order

Unlimited Competitive Play Rating

I don’t see this card being particularly useful in the current meta. She has the potential to rid the field of troublesome characters without KO’ing them, but your opponent still controls which one of their characters gets targeted by her ability. They could easily target and move a Sidekick instead of their big nasty. She’s rather handy for unique form of ramp, but not completely reliable – and PXG is still legal in the unlimited meta. I don’t think folks should throw her in a box and forget she exists though. There could be a card or cards in a future set that make her very worthwhile. She’s worth keeping in the back of your mind, but she’s not a card I expect to see in many major unlimited format events.

Stepford Cuckoos: Celeste gets a rating of two out of five stars.
2 Stars

Prime Play Rating

I played with this card over the weekend in our Prime event and I absolutely love this card! My only mistake was not using enough of her dice. She’s a form of ramp and partial control in prime. I would definitely recommend her if you’re having trouble purchasing larger characters or having issues with your opponent’s characters that are in the Field. Even though they have the power of choice, you’re still making them choose a character that won’t be in the field the rest of the turn. That’s a tough choice between a Ronin and an Oracle when you know you’re opponent could use attack pumping Globals and they have potential Overcrushing attackers. Her fielding costs make me love her even more, because even on her level three side, I still feel like I’m benefiting from her. I would not be surprised to see Celeste or even Mindee on prime teams. Do not overlook this card – she is worth testing with!

Stepford Cuckoos: Celeste gets a Prime rating of four out of five stars.
4 Stars

Casual Play Rating

The only reason Stepford Cuckoos does not get a five star rating from me is because beginners or newer players may not realize that she can be targeted with her own ability. This could potentially lead to misplays or even a dispute over how her ability is supposed to work. She’s still a great card for a beginner, so long as they understand that she can be your target for her ability. Newer players may not fully understand why you would want to move one of your own characters to the Prep Area, but that’s strategy that comes with experience. I think Celeste is perfect for teaching beginners and newer players about the benefits of having those extra dice in your Prep Area every so often – Especially one that can move an opponent’s character out of the Field Zone. Some players may not realize that they do not get to pick both character dice when they field her, but that’s easily explained. She’s a great card for a new player to add to a team and highly recommend her for players of all skill levels.

Stepford Cuckoos: Celeste gets a casual play 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!

 

For this week’s confusing card of the week article, we’re going to take a look at Hit-Monkey: He’s A Hitman. Who’s a Monkey from the Marvel Deadpool set.

w-hit-monkey-hes-a-hitman-whos-a-monkey

Ruling – Ability

Hit-Monkey has an ability that can be activated when he’s blocked. When he’s blocked, you may pay a fist energy to assign Hit-Monkey’s combat damage to the defending player as if he wasn’t blocked, but only for that turn.

His combat damage has no effect on the character or characters that block him, because you are using his ability to redirect his combat damage to a different source other than the blockers. Hit-Monkey would not deal damage to his blockers, but they would deal their combat damage to him, possibly KO’ing him.

If you pay the fist to use Hit-Monkey’s ability and an effect would remove his card text, you would no longer be able to assign his damage to your opponent. This is because his card would have been blanked before the Assign Damage portion of the Attack Step. You would only be able to assign damage to the characters blocking Hit-Monkey. You would not get the fist energy spent for his ability back.

It is also important to remember that even though you’re able to assign his combat damage to your opponent, Hit-Monkey is still considered blocked and would gain no benefit from effects that affect unblocked characters.

If the blockers are not able to KO Hit-Monkey, he would return the Field Zone during the Clean Up Step. This is because he was blocked, but not KO’d. It does not matter that he assigned his combat damage somewhere else, only that he was blocked and not KO’d. If he’s KO’d, then he will go to the Prep Area.

Miscellaneous Card Information

~ Hit-Monkey: He’s A Hitman. Who’s a Monkey is a Fist Character.
~ He has no affiliation.
~ He has a max dice of four.
~ This card is an Uncommon and is #58 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:
Hit-Monkey blocked and not KO’d.

~ I have one level three Hit-Monkey die in the Field Zone and one fist energy in the Reserve Pool. My opponent has one Sidekick in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Hit-Monkey as an attacker, placing his die in the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns their Sidekick to block my Hit-Monkey, placing it in front of his die in the Attack Zone. Since Hit-Monkey has been blocked, I can now activate his ability. I spend the fist energy (placing it Out of Play) to activate Hit-Monkey’s ability. Hit-Monkey will now be able to assign his combat damage to my opponent instead of the Sidekick.
~ (Attack Step – Actions and Globals) I do not use any Action dice or Globals. I pass priority to my opponent and they choose not to use any Globals.
~ (Attack Step – Assign and Resolve Damage) Hit-Monkey assigns his four damage to my opponent. The Sidekick assigns its one damage to Hit-Monkey. Damage resolves simultaneously after it’s been assigned, so my opponent takes four damage and Hit-Monkey takes one damage. Hit-Monkey has a defense of three, so he is not KO’d by the one damage from the Sidekick. The Sidekick is not dealt any damage, so it’s not KO’d.
~ (Clean Up Step) Hit-Monkey is blocked and not KO’d, so he is placed back in the Field Zone. The Sidekick blocked and was not KO’d, so it’s placed back in the Field Zone. All effects end and all dice that are Out of Play are placed in the Used Pile.

Example:
Hit-Monkey blocked and card text is blanked after his ability has been used.

~ I have one level three Hit-Monkey die in the Field Zone. I also have one fist energy and a Flying Car: Buckle Up! action die in the Reserve Pool. My opponent has one Sidekick in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Hit-Monkey as an attacker, placing his die in the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns their Sidekick to block my Hit-Monkey, placing it in front of his die in the Attack Zone. Since Hit-Monkey has been blocked, I can now activate his ability. I spend the fist energy (placing it Out of Play) to activate Hit-Monkey’s ability. Hit-Monkey will now be able to assign his combat damage to my opponent instead of the Sidekick.
~ (Attack Step – Actions and Globals) I use my Flying Car action to give Hit-Monkey a +3A/+3D, but it removes all of Hit-Monkey’s ability text. I pass priority to my opponent and they choose not to use any Globals.
~ (Attack Step – Assign and Resolve Damage) Hit-Monkey assigns his seven damage to Sidekick that’s blocking him. The Sidekick assigns its one damage to Hit-Monkey. Damage resolves simultaneously after it’s been assigned, so the Sidekick takes seven damage and Hit-Monkey takes one damage. Hit-Monkey has a defense of six, so he is not KO’d by the one damage from the Sidekick. The Sidekick has one defense and is KO’d by Hit-Monkey’s seven attack.
~ (Clean Up Step) Hit-Monkey is blocked and not KO’d, so he is placed back in the Field Zone. The Sidekick is placed in the Prep Area because it was KO’d. All effects end and all dice that are Out of Play are placed in the Used Pile.

Official Sources

You can find an official ruling about the card on WizKids Official Rules Forum (WORF), here.

Turn Order Summary Reference

turn-order

Unlimited Competitive Play Rating

As much as I like this card, I think he’s too difficult to work with in an Unlimited format where there are better cards. His ability is good and I think that the right pilot with the right team build might be able to make him work. It takes special care and specific building to make something like this viable though, so I don’t think he’s a card that will see a lot of Unlimited play in the current meta. He’s still a good card, just not the best choice for this particular format. I don’t think he’s fast enough for the current speed of the meta.

Hit-Monkey: He’s A Hitman. Who’s a Monkey gets a rating of one out of five stars.
1 Star

Prime Play Rating

I don’t think this card is getting the recognition it deserves for the Prime format. I think this card may see more play, and even a few top positions in some upcoming PDC events. If it doesn’t, I would be very disappointed, but not surprised since he doesn’t get much love anyway. I could be totally wrong about this card, but it seems like such a good card with the current list of available cards. There are still plenty of build options for using a card like this and not a whole lot of ways around it. I suspect Captain Cold’s Cold Gun: Frozen “Firearm” is going to make every team list, but there are ways to play around those. Hit-Monkey may not be everyone’s style, but I think he has great potential and folks would be remiss to not give this card a shot on a team.

Hit-Monkey: He’s A Hitman. Who’s a Monkey. gets a Prime rating of four out of five stars.
4 Stars

Casual Play Rating

It’s not often that a card receives a five star rating from me, especially for a beginning or casual player. I don’t think a card ability can be written any more clear than how this one is written. It even has reminder text that helps remind the player that the combat damage is not dealt to the blocking character(s). The confusion around this card begins when you get into more advanced level of play, like the examples in the WORF ruling. But for beginners and casual players that don’t see a lot of the competitive type cards, this is probably one of the best cards to start someone off with. This character’s ability is great to play on its own or with some combo cards, which is one of the reasons it’s such a good card for beginners. I can easily recommend this card for a player of any skill level.

Hit-Monkey: He’s A Hitman. Who’s a Monkey gets a casual play rating of five out of five stars.
5 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 Punisher: War Journal from the Marvel Civil War set.

I’m also adding a new Prime Rating to each of my Confusing Card of the Week articles. They will follow the same rating system as the Unlimited Competitive Rating, since Prime is also a competitive format. You can find a breakdown of how I choose my ratings on my sticky article, Helpful Sites and About this Blog.

w-punisher-war-journal

Ruling – Ability

Punisher has a When Fielded ability. This type of ability only works when you move the character die into field either from your Reserve Pool by paying its fielding cost or by an ability that specifically tells you to field the character die. Swapping the die into the Field Zone or moving/placing the die by other means will not allow you to use the When Fielded ability.

“Field a character at level one from Used Pile.” This type of wording would allow you to use the When Fielded ability.

“Move a character from your Used Pile to the Field Zone at level one.” This type of wording does not allow you to use the When Fielded ability.

Punisher says when you field his die, each non-Sidekick character die that you field for the rest of the turn gains the keyword, Intimidate. Each non-Sidekick character that enters the Field Zone after Punisher will be able to use Intimidate.

Intimidate is a When Fielded ability that allows that character to remove another character die from the Field Zone until end of turn. You can target an opposing character die or one of your own character dice. The removed character die is placed to the side next to your character cards, but do not place it on the character cards. Nothing else can effect the removed dice because they are no longer in the play area.

At the end of turn, the removed character dice will return to the Field Zone at the level they were on when they were removed. These dice do not return until the Clean Up Step, so they will not be eligible as blockers during the Attack Step.

When a character with a When Fielded ability is returned to the Field Zone after being removed by Intimidate, you do not get to activate that ability. The returning character dice are not being fielded.

A character with the Ally keyword would not be able to use the Intimidate granted by Punisher’s ability. When a character with Ally is fielded, they are considered a Sidekick as long as they are in the Field Zone. You are not able to use Intimidate on your characters until they are fielded. If Ally were a triggered ability, like a When Fielded ability, you would be able to choose the order in which they triggered. Ally is a static type effect that happens as soon as the conditions are met. This does not give you a window to use Intimidate.

Miscellaneous Card Information

~ Punisher: War Journal is a Fist Character.
~ He has the Thunderbolts affiliation.
~ He has a max dice of four.
~ This card is an Uncommon and is #92 of 142.

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:

~ I have a Punisher die, a Sidekick die, an Alfred die, a Wolverine die, an Oracle die, and four fist energy in my Reserve Pool (all my character dice are level one). My opponent has a level three Hulk die and a Sidekick die in the Field Zone.
~ (Main Step) I spend one fist energy (moving it Out of Play) to pay Punisher’s fielding cost, and then field my Punisher die. All non-Sidekick characters that I field for the rest of the turn will gain Intimidate.
~ (Main Step) I spend one fist energy (moving it Out of Play) to use the Global on Anger Issues and target my Punisher die to give him +1A (for a current total of 5A).
~ (Main Step) I field my Sidekick. The Sidekick does not get to use Intimidate.
~ (Main Step) I field my Alfred. He is an Ally as he enters the Field Zone, so he does not get to use Intimidate.
~ (Main Step) I spend one fist energy (moving it Out of Play) to field my Wolverine die. He is not a Sidekick, so he gets to use Intimidate. I target my opponent’s Hulk die and my opponent moves that die next to my character cards, showing that it’s removed from play.
~ (Main Step) I field my Oracle die. She is not a Sidekick, so she gets to use Intimidate. I target my opponent’s Sidekick die and place it next to their Hulk die.
~ (Main Step) I pass priority to my opponent. My opponent does not use any Globals, and passes priority back.
~ (Attack Step – Assign Attackers) I assign my Punisher, Wolverine, and Sidekick as attackers.
~ (Attack Step – Assign Blockers) My opponent does not have any characters to block with.
~ (Attack Step – Actions and Globals) I spend my last fist energy (moving it Out of Play) to use the Global on Anger Issues and target my Punisher die to give him +1A (for a total of 6A). I pass priority to my opponent to give them an opportunity to use Globals. They do not use any and pass priority back to me.
~ (Attack Step – Assign and Resolve Damage) All of my attackers are unblocked and assign their damage to my opponent. Punisher would deal six damage, Wolverine would deal four damage, and the Sidekick would deal one damage, for a total of eleven damage. These unblocked characters are now placed Out of Play.
~ (Clean Up Step) All dice that are Out of Play are moved to the Used Pile. All effects end (unless otherwise stated). The two characters removed from play by Intimidate are placed back in the Field Zone on their previous levels.


Official Sources

You can find an official ruling about the card on WizKids Official Rules Forum (WORF), here.

You can find an official definition for Intimidate on the Keywords Page.

You can find additional information on Intimidate in The Reserve Pool’s Lexicon page, here.

Turn Order Summary Reference

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Unlimited Competitive Play Rating

I do not see this character making it onto any competitive unlimited team. He cost high, his TFC isn’t good for what his ability does, and he is conditional. I say he’s conditional because there are plenty of competitive teams that don’t need active character dice and not many (if any) of your own characters that benefit from returning to play without being ‘fielded’. Vicious Struggle teams don’t normally field any characters. Other teams would likely not be threatened by the temporary removal of their characters. It might be an annoyance for the one turn, but then you would need to cycle Punisher, and any other characters you’re using with him. If WizKids rules that you can use Allies with Punisher, then that may make him a little better, but still not a card I’d consider for a competitive format.

Punisher: War Journal gets a rating of zero out of five stars.
0 Stars

Prime Play Rating

With the loss of Elf Thief and the lack of cost reduction, this card does not seem very useful in Prime. I will admit, he’s more appealing for a Prime format where you’ll likely see more teams with characters that stay fielded, but you still need to work hard – probably harder – to get this crazy combo to go off. I wouldn’t expect to see him in any top teams in the Prime format either. There are still much better options for crazy combos, and even fun combos that require much less work and are not as frustrating to get functioning.

Punisher: War Journal gets a Prime rating of one out of five stars.
1 Star

Casual Play Rating

I don’t particularly like Punisher for casual play either. His ability can be confusing and difficult to use in a casual setting. A more experienced player could use this card as a teaching tool, but I think there are better alternatives for that. I think the right pilot could run a team with him and cheap fielding characters effectively, but it still would require specific card choices and a really good understanding of the game. If you’re playing in a casual setting and you want to try something different, then maybe this card could give you that. I can’t recommend this card for a brand new player, but more experienced players might be able to build a fun team with him.

Punisher: War Journal gets a casual play rating of two out of five stars.
2 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 Negasonic Teenage Warhead: Bored in School from the Marvel Deadpool set.

I’m also adding a new Prime Rating to each of my Confusing Card of the Week articles. They will follow the same rating system as the Unlimited Competitive Rating, since Prime is also a competitive format. You can find a breakdown of how I choose my ratings on my sticky article, Helpful Sites and About this Blog.

wm-negasonic-teenage-warhead-bored-in-school

Ruling – Ability

Negasonic Teenage Warhead has the Underdog keyword. Most of the Underdog abilities do different things or have different effects depending on the character. The one thing that all Underdog abilities have in common is that they require you to have less characters in the Field Zone than your opponent. If you have the same number of characters in the Field Zone as your opponent, you do not meet the Underdog requirements. Characters that have a when fielded Underdog ability will count themselves because they see themselves in Field Zone when they are fielded.

Negasonic Teenage Warhead’s Underdog ability says that when she attacks, you spin her up to level three and she gains the Fast keyword. She does not spin back down after your attack is complete. She will lose her Fast keyword at the end of turn since it was an effect of a when attacks ability and all effects end at the end of turn.

Fast allows that character to deal their combat damage before other characters.

Miscellaneous Card Information

Negasonic Teenage Warhead: Bored in School is a Bolt Character and has the X-Men affiliation. This card also has a Max Dice of four.

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:
Meeting Negasonic Teenage Warhead’s Underdog requirements.

~ I have one Negasonic Teenage Warhead die and my opponent has two Sidekick dice in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Negasonic Teenage Warhead die to attack. Her Underdog ability checks and sees that there are more characters in my opponent’s field. Negasonic Teenage Warhead’s die will spin up to level three and she gains the Fast keyword.
~ (Attack Step – Assign Blockers) My opponent assign a Sidekick to block.
~ (Attack Step – Assign and Resolve Damage) Negasonic Teenage Warhead deals six damage to the Sidekick and it’s immediately KO’d because of her Fast ability. The Sidekick will not assign any damage to Negasonic Teenage Warhead.
~ (Clean Up Step) Negasonic Teenage Warhead returns to the Field Zone because she was blocked and not KO’d. She loses her Fast keyword because all effects clear at this time.

Example Two:
Not meeting Negasonic Teenage Warhead’s Underdog requirements.

~ I have one level two Negasonic Teenage Warhead die in the Field Zone. My opponent doesn’t have any characters.
~ (Attack Step – Assign Attackers) I assign my Negasonic Teenage Warhead die to attack. Her Underdog ability checks and sees that I have more characters in the field than my opponent does. She does not gain any benefits of her Underdog ability.
~ (Attack Step – Assign Blockers) My opponent does not have any characters to block with.
~ (Attack Step – Assign and Resolve Damage) Negasonic Teenage Warhead is unblocked and deals her attack value of three to my opponent’s life total. Her die will go Out of Play until the Clean Up Step.
~ (Clean Up Step) My Negasonic Teenage Warhead, along with any other dice that are Out of Play, will go into the Used Pile.


Official Sources

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

You can also find an additional ruling about Underdog, here.

Turn Order Summary Reference

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Unlimited Competitive Play Rating

I think this is a very unique card for a format like unlimited. With the right team build, I think this card could possibly sneak in a top somewhere, but I don’t think she’s quite on the rogue level yet. You would probably need a specific team build that was more focused around this card as a win condition for her to be of great value. She’s got a good ability, her purchase cost is great, and her fielding costs are really good. Her only downside is her defense and that she requires Underdog to trigger her ability. In a format dominated by Bard variants, not having blockers is a bad idea unless you’re running a team that can race Bard to the final blow. This character is worth looking at and playing around with because someone could find a way to make her work.

Negasonic Teenage Warhead: Bored in School gets a rating of two out of five stars.
2 Stars

Prime Play Rating

I believe this card is great for Prime. The biggest challenge will be the Underdog part because without Fabricate or Blue-Eyes, you’re limited on abilities that can KO your own characters. All of her pros that I listed in her unlimited rating also apply here. Her purchase cost is cheap, her fielding costs are great, and her ability isn’t too shabby. She’s not a card to be overlooked in the Prime format.

Negasonic Teenage Warhead: Bored in School gets a Prime rating of three out of five stars.
3 Stars

Casual Play Rating

Negasonic Teenage Warhead’s ability is not too confusing for new players, once it’s been explained thoroughly. I could recommend her for a player of any skill level to try out in any casual setting. She’s a great teaching tool for field management and abilities, like Fabricate. Underdog abilities can help players feel more comfortable with KO’ing their own characters for the sake of the ability. I also feel like this Underdog ability is probably the most useful one in the game. This character can easily work as an add-on to a team or on a team built around her. This makes her exceptionally good for casual play.

Negasonic Teenage Warhead: Bored in School gets a casual play 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!