Posts Tagged ‘Uncommon’

Greetings Fellow Dice Fans!

For this week’s confusing card of the week article, we’re going to take a look at Absorbing Man: Harold’s Ice Cream from the Marvel The Mighty Thor set.

W Absorbing Man, Harold's Ice Cream

Ruling – Ability

“While Absorbing Man is active, when a “when KO’d” effect is used, you may use a copy of that effect.”

Absorbing Man’s 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 Absorbing Man is active, if a “When KO’d” effect is used, he may use a copy of that effect. This ability is optional and not mandatory, and you only get one copy of a ‘When KO’d’ ability, regardless of how many Absorbing Man dice in the Field Zone. If a second copy of a character die is KO’d that turn, you can copy that ability again, but only once regardless of the number of Absorbing Man dice in the Field Zone.

If you copy a “When KO’d” ability from another character, Absorbing Man does not have to be KO’d for you to copy that effect.

You can copy the “When KO’d” effect from one of your characters or one of your opponent’s characters, but the ability must be used for you to be able to copy it. If the ‘When KO’d’ ability is optional and they do not use it, you can’t copy it.

Miscellaneous Card Information

~ Absorbing Man is a Mask type character card.
~ He has the Villain affiliation.
~ He has a Max Dice of four.
~ This card is a Uncommon and is #53 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

You can find a ruling for this card, here.

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

Turn Order Summary Reference

turn-order

Opinion

Absorbing Man has a pretty cool ability that you can easily build around. In Golden Age, this guy is loads of fun for casual events. I think he may be a little more difficult to build around in Modern Age. In Golden Age, there are lots of different ‘When KO’d’ abilities that would be great to copy, especially when you have Blue-Eyes White Dragon’s Global to KO your own character dice. But, you aren’t limited to your own dice abilities. You can copy opposing ‘When KO’d’ abilities which adds to his usefulness in Golden Age.

I like that Absorbing Man is not expensive to purchase, so you can keep several in the Field. His stats are not terrible, but he’s manageable if you’re trying to get around him.

I saw the question pop up on WORF about this card and the rare version of Absorbing Man and I thought this would be a good one to cover this week. Newer and inexperienced players don’t realize that you can use his ability to copy an opposing character’s ‘When KO’d‘ ability. As regular players, and a more experienced players, we sometimes forget that these abilities aren’t as obvious to other players of different skill levels. I like when WORF answers questions like this because it helps me choose CCW cards that would be more appealing to the newer players – which are my target audience.

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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 Madame Masque: Nefaria’s Schemes  from the Marvel Guardians of the Galaxy set.

W Madame Masque, Nefaria's Schemes

Ruling – Ability

While Madame Masque is active, your opponent’s “When fielded” abilities do not trigger.”

Madame Masque’s 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

 

You must have at least one Madame Masque character die in the Field Zone to gain the benefits of her ability. Having more than one will not affect how her ability functions.

While you have a Madame Masque die in the Field Zone, your opponent can’t use any abilities that say ‘When Fielded’. This does not apply to keywords that function like a When Fielded ability. For example: Intimidate acts like a When Fielded ability, but Madame Masque won’t stop it because the character’s ability does not say When Fielded. Reminder text in parentheses is not considered to be the character’s actual ability, only a reminder of how the ability works.

If your opponent has a Madame Masque character die in the Field Zone, and you try to borrow one of their characters (via an ability like the one on Collector: Tanaleer Tivan) with a When Fielded ability, you will not get to use that ability. When you borrow the die, it’s temporarily yours for game effects.

Madame Masque’s ability is not optional. You can’t pick and chose which ability is ignored and which isn’t.

Miscellaneous Card Information

~ Madame Mask is a Mask type character card.
~ She has the Villain affiliation.
~ She has a Max Dice of four.
~ This card is a Uncommon and is #59 of 124.

Official Sources

WizKids Official Rules Forum (WORF)

You can find a ruling for Madame Masque, here.

You can find a ruling about ‘When Fielded’ abilities being ignored, here.

You can find a ruling about Keyword abilities vs ‘When Fielded’ abilities here.

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

Turn Order Summary Reference

turn-order

Opinion

I totally understand the confusion with this card, especially for newer players. I’ve gotten a few questions about her ability vs Keywords as well as the Collector question. Before they ruled on her officially, I was using the Global ruling as a basis for my ruling – which they used as well. When you use a Global on an opponent’s card, it’s not your opponent’s Global when you use it – you are the one using it. Same applies to borrowing character dice.

I’ve heard lots of argument on both sides for using Madame Masque over Wonder Woman: Reflections. There are lots of pros and cons and each player should weigh them individually for their own team and play style. Wonder Woman costs one more to purchase, but she also shuts down When Attacks abilities, like the nasty Bard and Guy Gardner. Wonder Woman has better stats, but does cost one more to field on level three. They’re both Mask characters. Madame Masque is a Villain and there are plenty of anti Villain cards. Wonder Woman has the Justice League affiliation, which really doesn’t matter in Modern Age, but you could loosely build around it in Golden Age.

Personally, I prefer Wonder Woman over Madame Masque, but each player should look at both of them and decide for themselves which they prefer. Madame Masque has her uses. She could be invaluable for a Villain only event!

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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 Thor: A God Amongst Men from the Marvel The Mighty Thor set.

W Thor, A God Amongst Men

Ruling – Ability

While Thor is active, when you would take damage, redirect that damage to Thor.

Thor’s 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 you have at least one Thor die in the Field Zone, when you would take damage, you must redirect that damage to Thor. Redirecting damage changes the intended target of the damage to Thor, but it does not change the source of the damage. For example: My opponent uses a Get Thee Hence action die and targets me. I would take one damage, but it is instead redirected to one of my Thor dice instead.

If you have more than one Thor die in the Field Zone and a source would deal more than one damage to you, you would choose one Thor die to redirect that source’s damage to. You can’t split a source’s damage unless an ability or effect specifically tells you that you can.

If there are multiple sources dealing damage to you simultaneously, such as from unblocked attackers, you would redirect all of that damage to your Thor die. If you had multiple Thor dice in the Field Zone, you can choose a different Thor die for a different source. For example: My opponent is attacking me with a Hulk (7A), another Hulk (6A), and a Sidekick (1A). I have two Thor dice in the Field Zone on level one (6D) and level two (8D). I do not block so that all of the attackers would deal damage to me. I now redirect that damage from each source to whichever Thor die I choose for that source’s damage. I redirect the seven damage from one Hulk to the level one Thor die. I redirect the six damage from the other Hulk to my level two Thor die. I then redirect the one damage from the Sidekick to my level one Thor die. Now that I have redirected the damage, it resolves simultaneously. My level one Thor die will take eight damage and be KO’d, and my level two Thor die will take six damage but not be KO’d. I could have redirected all three sources of damage to one Thor die, or redirected the damage to both Thor dice in such a way that they would both be KO’d.

When you redirect damage from an attacker that’s not blocked, it does not become blocked. The attacker is still unblocked and will go Out of Play when the damage is resolved, then to the Used Pile during Clean Up.

Attacking characters that are not blocked will not take damage from Thor because he’s not blocking those characters. The damage is being moved from the player to Thor.

Thor can redirect any type of damage, but he can’t redirect loss of life. Losing life and paying life are not considered damage.

Thor’s ability is not optional. When you take damage – any damage – it is redirected to a Thor die. Thor’s ability would have the word ‘may’ in it if it were optional to use.

Ruling – Global

Global: Pay [Bolt] [Bolt]. Once per turn, deal 1 damage to target character die.”

Thor’s Global is only able to be used once per turn, per Thor card. If you and your opponent both have the same Thor card, you may use each Global once.

To use this Global, you must spend two Bolt energy. You may spend one die showing two Bolts or two dice showing any combination of Bolt and Wild energy. Energy spent for this Global on your turn will go Out of Play. Energy spent for this Global on your opponent’s turn will go to your Used Pile.

Thor’s Global can only target a character die, unless an effect says otherwise. This Global does target, so if an ability prevents a character die from being targeted, you can not target that character die. If there are no legal targets, you can’t use Thor’s Global, because you can’t use a Global for no effect.

Thor’s Global will deal one damage to a target character die. If the character’s defense is one, then the die is KO’d when it’s damaged by this Global.

This Global can be used by either player during the Main Step or during the Actions and Globals portion of the Attack Step.

Miscellaneous Card Information

~ Thor is a Bolt type character card.
~ He has the Avengers affiliation.
~ He has a Max Dice of four.
~ This card is an Uncommon and is #87 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is not a ruling for this specific card.

Relevant Rulebook Text on Redirecting:
“Other powers redirect a game effect (usually damage). When an effect is redirected, the target of the effect changes from its original target to the new one as described in the game text…”

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

Turn Order Summary Reference

turn-order

Opinion

This is a whopper of character and I thought he’d be a great feature this week since I’ve seen some discussion about him recently. His Global is a little lack luster when compared to other Globals that deal direct damage to characters, because his has a ‘once per turn’ limitation and it cost two Bolt energy. Unstable Canister outshines his Global, so it’s safe to say that we won’t be seeing him on teams for that reason – unless he’s the only option for that type of Global.

But that ability of his is just silly. His ability is like a supercharged Ronin: Between Employers. Ronin can only redirect one source per turn, but he is much cheaper at a cost of three versus Thor’s seven. Thor’s purchase cost is appropriate for his ability, but it’s still a little expensive for competitive play. If you have a way to effectively ramp up to seven energy to buy Thor, I would have to wonder why you’re buying him and not a win condition. If you’re playing casual settings, you may see some folks playing this card. I highly doubt we’ll be seeing him outside of the casual scene, even though he’s got an ability worthy of a Norse God.

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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at The Hellfire Club: Members Only from the Marvel X-Men First Class set.

W The Hellfire Club, Members Only

Ruling – Ability

If you control the character die with the highest A, KO all other character dice

The die for this card is a non-basic action die. Any card that references an action die could affect this die. When you use this die on your turn, it goes Out of Play until the Clean Up Step.

“Character dice” refer to the individual character dice and not the character card. For example: I have two Wolverine dice in the Field Zone, one with an attack of six and the other with an attack of two. When I use the Hellfire Club die, it will look at both of my Wolverine dice as separate character dice.

You can only use this die if you have a character die with the highest attack in the Field Zone. If you do not have a character die that has the highest attack, you will not be able to use this die because it will not have an effect.

If you have multiple character dice that are tied for the highest attack, you can still use the Hellfire Club, but you may only keep one of those dice and KO the rest. For example: If I have two Wolverine dice and Batman die in the Field Zone, all tied for the highest attack, I must choose one of them to remain in the Field Zone and KO the rest.

Miscellaneous Card Information

~ Hellfire Club is a Fist type non-basic action card.
~ It has no affiliation.
~ It has a Max Dice of four.
~ This card is an Uncommon and is #77 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
There is a ruling for this card, here.

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

Turn Order Summary Reference

turn-order

Opinion

I have been trying desperately to get this card to work with Jessica Jones: Ladies’ Night. I’m not sure I’ll be able to get that team running as smooth as I’d like, but it’s definitely a fun team to play on a casual night. The Hellfire Club is devastating when your opponent is trying to keep characters active and it’s amazing to see it go off – when it works. There are plenty of great characters that have a high printed attack that are easy to purchase. I think the Hellfire Club is perfect for casual players that want to find a way around some of those pesky characters like Blob and Shriek. Those characters have low attack stats and they can be easily KO’d with Hellfire Club to allow your team some breathing room.

While I’ve been trying to work this team into a meta build, I don’t believe that it’s possible. I think my Jessica Jones team is still too slow and too vulnerable for it to be effective in any kind of major competitive play. I still would like to see this card find its way onto a competitive team because I believe it has potential. But if it doesn’t, it’s still an awesome card for casual play!

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

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

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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

The Mighty Thor Dice Masters set has released! I unboxed a Draft Pack Display and thought I’d share the breakdown of my pulls. You can see the video on my YouTube channel, here. I will not be featuring favorite cards in this article – be looking for that article in the future!

Each pack’s contents are listed below. Foil cards are in red text. The boxes are listed from the front of the display, to the back of the display.

Rules Insert

Rules Insert

Draft Pack #1

Basic Action Cards
Investigation
Shockwave

Commons
Absorbing Man
Hulk
Jarnbjorn
Loki
Ragnarok
Thor (Male)

Uncommons
Balder
Hulk
Sif
Thor (Male)

Rares
Mjolnir
Punisher

Draft Pack #2

Basic Action Cards
Big Entrance
Surprise Attack

Commons
Balder
Billy Club
Crystal
Odin
Punisher
SP//dr
Samantha Wilson

Uncommons
Hogun
Samantha Wilson
Wrecker

Rares
Fandral
Odin

Draft Pack #3

Basic Action Cards
Don the Helm
Investigation

Commons
Crystal
Jane Foster
Kate Bishop
Nick Fury
Sif
The Bifrost

Uncommons
Destroyer
Jane Foster
Loki
Samantha Wilson

Rares
Jarnbjorn

Kate Bishop

Draft Pack #4

Basic Action Cards
Big Entrance
Released from the Ice

Commons
Absorbing Man
Balder
Chipmunk Hunk
Hulk
Loki
Samantha Wilson
Thor (Male)

Uncommons
Absorbing Man
Jarnbjorn
Surtur

Rares
Daredevil
US Agent

Draft Pack #5

Basic Action Cards
Released from the Ice
Villainous Pact

Commons
Billy Club
Destroyer
Heimdall
Karnak
Thorbuster Iron Man
Volstagg
Wrecker

Uncommons
Fandral
Nick Fury
Pepper Potts

Rares
Iron Man
Sif

Draft Pack #6

Basic Action Cards
Odin’s Fury
Shockwave

Commons
Beta Ray Bill
Fandral
Hogun
Malekith
Mr. Fixit
Pepper Potts
Surtur

Uncommons
Enchantress
Mr. Fixit

Rares
The Bifrost
The Bifrost (Duplicate Rare – no dice)
Earth X Thor (SUPER RARE)

Draft Pack #7

Basic Action Cards
Archnemesis!
Get Thee Hence

Commons
Blackheart
Enchantress
Mjolnir
Punisher
Ragnarok
SP//dr

Uncommons
Punisher
Kate Bishop
The Bifrost
Thor (Female)

Rares
Crystal
SP//dr

Draft Pack #8

Basic Action Cards
Don the Helm
Shockwave

Commons
Daredevil
Hela
Iron Man
Jarnbjorn
Odin
Thor (Female)
US Agent

Uncommons
Crystal
Daredevil
Pepper Potts

Rares
Balder
Thorbuster Iron Man

Note – Draft Pack #6

In Draft Pack number six, I opened two The Bifrost rare cards, but didn’t get four dice in the pack. I went back and examined the dice more closely and discovered I had Odin dice, but no Odin card in that pack. When you look at the breakdown of the packs, you can almost immediately guess that the missing card was supposed to be an uncommon, non-foil Odin.I don’t believe it was a foil because there was already a foil uncommon card and three foils total in the pack. But, because this pack had the super rare in it, it could throw off the regular formula. But I’m certain it was an uncommon Odin because there were only two uncommon cards in the pack and the minimum I’ve seen is three.

That’s not a huge loss when you look at what I got in it’s place – a rare Bifrost. I’m definitely not upset about it, but I do not like that there was a miss-pack like this. This could mean that someone out there is missing a rare Bifrost and got an extra uncommon Odin. Miss-packs are bound to happen, but it’s not pleasant when it goes the other way.

Basic Action Card Reprint/Revamps

I pulled ten of the twelve BACs. Here is a list with a list of their previous versions. The orange cards are the two I did not pull. It appears that all the BACs are reprints or revamped versions of previous BACs.

#1 – Archnemesis!
~ Archnemesis (Amazing Spider-Man): Reprint

#2 – Big Entrance
~ Big Entrance (War of Light): Reprint
~ Promo(s): Reprint

#3 – Don the Helm
~ Transfer Power (Uncanny X-Men): Don the Helm is a revamp of Transfer Power. Don the Helm loses the Global and has updated wording, but is otherwise functionally the same.

#4 – Flying Hammer
~ Smash! (Avengers vs X-Men): Flying Hammer cost one more to purchase but has updated wording and is functionally the same.
~ Smash! (Iron Man War Machine): Flying Hammer cost one more to purchase but is functionally the same.

#5 – Get Thee Hence
~ Dark Avenger (World’s Finest): but the Batman affiliation is replaced with the Immortal keyword. Get Thee Hence is not a direct reprint.

#6 – Investigation
~ Gearing Up (Avengers vs X-Men): Investigation costs one less to purchase, but is worded the same.
~ Superhero Registration Act (Civil War): Investigation costs one less to purchase, but doesn’t have the Enlistment keyword. Otherwise, worded the same.
~ Special Delivery (TMNT Box 1): Investigation costs one less to purchase, but is worded the same.

#7 – Midgard
~ Save Civilians (Justice League): Midgard is a reprint.
~ Save Civilians (Superman Wonder Woman): Midgard is a reprint.

#8 – Odin’s Fury
~ True Believer (Amazing Spider-Man): Odin’s Fury has clarified wording but is functionally the same.

#9 – Released from the Ice
~ Reclaim (Heroes in a Half Shell): Released from the Ice is reworded but functionally the same.

#10 – Shockwave
~ Shockwave (Justice League): Reprint

#11 – Surprise Attack
~ Surprise Attack (Age of Ultron): Surprise Attack from Mighty Thor has updated wording but functionally the same.
~ Surprise Attack (Iron Man War Machine): The version in Mighty Thor is a direct reprint of this version.

#12 – Villainous Pact
~ Villainous Pact (Justice League): Villainous Pact from Mighty Thor has the updated wording but functionally the same.
~ Promo (M2016): Villainous Pact from Mighty Thor has is a direct reprint of this version.

Final Thoughts

It’s no secret that I’m not a fan of the Draft Packs. I don’t like the extra hoops folks need to jump through in order to get all the Basic Actions. There are a total of sixteen BACs in a display – and there is no reason a sealed display shouldn’t have at least one copy of all twelve BACs. It’s bad enough you need a regular and foil set (if you’re collecting a foil set too), but to open a sealed display and still be missing two to three BACs is just silly.

I also don’t like that I end up missing somewhere around fifteen or sixteen uncommons, especially when I get duplicate uncommons, regardless of them being foil duplicates. I ended up with duplicate rares in the D&D display and that was a little frustrating as well. As a collector, I am greatly displeased with the draft packs and there is no way to convince me that they’re equal or better than a feed (for my collecting) – unless they were $15-$20 cheaper than a feed instead of only $10 cheaper. But if you’re only looking for rare cards, you can guarantee two rares or a rare and a super rare from a $10 pack. For that cost, I’d still rather buy a feed and then buy singles, like I’ve been doing since the dawn of Uncanny X-Men (AvX was a little different and harder to collect).

So, I’m very happy there is a gravity available for Mighty Thor. I wish WizKids would have made a BAC pack for folks that only want the regular BACs from the set and don’t want or have access to the Draft Packs. They could have brought back the Collector’s Box and put foil BACs in it with the cool premium dice. I don’t care about characters, character dice, or boosters – I just want the Collector’s Boxes back with foil BACs and premium dice! That would be awesome to have a Collector’s Box for starters and team packs with foil versions of the cards too.

I like the Draft Pack idea for pre-release events or other special sealed type events, but not as a standard product. I’ve heard several of my locals voice this same opinion.

What do you think of the Draft Packs?
Are you finding it difficult to get a full set of the BACs?
Do you like that they’re all reprints or revamped versions of previous BACs?

Leave me a comment here or on Facebook at Dice Dice Kitty! Thanks for reading and please remember to like, follow, and subscribe!

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!

 

I’m back! I hope that everyone had a wonderful holiday season and started the new year off in good spirits! Now, it’s back to work and back to my regularly scheduled Confusing Card of the Week articles. I want to start the year off with a monster that will hopefully keep the bad spirits away for the entire year!

For this week’s confusing card of the week article, we’re going to take a look at Basilisk: Greater Monstrosity from the Dungeons and Dragons Tomb of Annihilation set.

W Basilisk, Greater Monstrosity

Ruling – Deadly Ability

WizKids Keywords page:
Deadly: Character dice that are engaged with a character die that has Deadly are KO’d at the end of the turn (even if the character with Deadly has been KO’d or leaves the Field Zone).

Supplemental Definition:
Engaged: A character blocking or being blocked is engaged with the opposing character.”

Any character die that blocks or is blocked by a character die with the Deadly keyword, will be KO’d at the end of the turn, during the Clean Up Step. This applies to all character dice that are engaged with a Deadly character die.

If the blocked/blocking character die with Deadly is KO’d or removed, the character dice that were engaged with it are still KO’d at the end of turn.

For Example:
I have a single level one Basilisk die in my Field Zone. If I attack with that die and it’s blocked by three character dice, all three of those dice will be KO’d at the end of turn. Even if my Basilisk die is KO’d, all three of those blocking character dice are still KO’d at the end of turn.

Ruling – Ability

Basilisk has an additional ability on its card that says:
“When Basilisk attacks, target opposing character die must block this turn (if able).”

This ability triggers for each individual Basilisk die that attacks, but only when they attack. When a Basilisk die attacks, it will target one opposing character die and that die must block the Basilisk die.

If an ability would prevent a character die from being able to block, then it does not block the Basilisk. This falls under the general game rule of “can’t beats can”, which means any ability that prevents something from happening will overrule an ability that tries to force it to happen.

The Basilisk’s ability does not prevent the opponent from choosing additional blockers. The opponent can choose other blockers to block the Basilisk aside from the forced blocker, but all the blockers will be KO’d at the end of turn because of the Deadly keyword on the Basilisk’s card.

This ability is not optional. If there are legal targets to choose from, the Basilisk must choose a target.

Miscellaneous Card Information

~ Basilisk is a Bolt type character card.
~ It has the Monster affiliation and Evil alignment.
~ It has a max dice of four.
~ This card is an Uncommon and is #58 of 136.

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

The Basilisk is a nasty dude. If you pull him in a draft or use him in a limited type event, he could be very problematic for your opponent. He can take out the biggest threat in your opponent’s field, thanks to the Deadly keyword. One downside to this guy is that your opponent will get the chance to reroll the guys you just KO’d on their next turn. When using the Basilisk to clear dice from the field, you want to be sure you’ll benefit from it without helping your opponent – if possible. Letting them reroll a Shriek or DWiz might not be a good idea, depending on what their targets were to begin with.

Basilisk is not expensive to buy, which makes him great for drafts. He’s also got decent defense overall, but that fielding cost is not the best for a character that’s likely going to need to be fielded a few different times in a game. I still think he’s a great draft pick, and possibly even decent for a limited format that uses only D&D sets. His fielding cost is what will likely keep him from seeing a lot of major meta play, but seeing him across from you is not out of the realm of possibility!

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 Kobold Trap: Greater Trap from the Dungeons and Dragons: Tomb of Annihilation set.

W Kobold Trap, Greater Trap

Ruling – Keywords and Ability

Trap (Place in your Field Zone when used. Send to your Used Pile when triggered.)
Trigger: Your opponent fields an Adventurer character die.
Effect: Purchase one of your character dice with Swarm for free and place it into your bag.”

Keyword Definitions

Kobold Trap has the Trap keyword.  WizKids Keywords Page:
Traps: Traps are action dice that move to the Field Zone when used, and stay there until Triggered. When the criteria of the Trap die’s Trigger is met, you must immediately send the die to your Used Pile and use its Effect.”

The definition for Adventurer can be found on the Keywords page:
Adventurer: Any character with the Experience ability.

How To Use/Trigger This Trap

When you use a Trap die, you place it into the Field Zone. This is considered ‘using’ it for card abilities that reference using an action die. It will only leave the Field Zone if its effect is triggered or another card ability can remove an action die.

When the ability is triggered, you must send the trap to the Used Pile. This is not an optional ability. When a trap is triggered, it will grant you its effect.

When an opponent fields any Adventurer character die, you will trigger all of your Kobold Traps in the Field Zone. For each of your Kobold Traps that are triggered, you can purchase a character die for free, so long as it has the Swarm keyword.

The die you purchase must be from one of your cards, and the die is free, meaning you do not need to spend any energy.

After you purchase the character die, you must put that die into your bag.

Kobold Trap is a non-basic action die. Anything that affects action dice could affect this die. If the effect says ‘Basic Action’, it would not apply to Kobold Trap.

Miscellaneous Card Information

~ Kobold Trap is a Fist type non-basic action card.
~ It has no affiliation, but has the Neutral alignment.
~ It has a max dice of four.
~ This card is an Uncommon and is #74 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is no official ruling for this card.

You can find the cross IP compatibility wording, here.
You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Strategy and Opinion

I think this card is great if you use it within the set, or even in a limited Dungeons and Dragons event. All three D&D sets are loaded with great Adventurer cards so it’s likely you would get some use from this card within the D&D IP. I’m not certain it’ll be used much outside of limited constructed or sealed/draft type events though. The major meta doesn’t have any highly used Adventurers except for Dwarf Wizard: Paragon Zhentarim and I’ve seen less of him with the emergence of Shriek: Sonic Beam. I wouldn’t write this card off yet, especially if we see the increase use of an Adventurer card.

We have a limited constructed event coming up this Saturday and the only legal cards for the event are ones from the D&D sets. I’ve been looking at this card for my team so I can use some of the more expensive Swarm characters, like my Stirge: Epic Beast.

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 Clix Fans!

 

If you know me, then you know how much I love my TMNT Clix and that’s mostly all I play with. There are a few exceptions, like Doctor Strange and the DC Bombshells, but I play with what I like to play with. I have always loved the Tactics sets, but since they aren’t legal for regular events, like Modern Age stuff, I never get to play with them. I’m a huge Star Trek fan, Next Generation being my favorite, but I love the property as a whole. When I saw there was going to be an actual set, with actual dudes, I got super excited! WizKids was really nice to me and sent me the Starter and Dice & Token Pack for a preview article (here). I pre-ordered a brick of the boosters and anxiously awaited its release. Well, that happened yesterday!

I did a very clumsy (but fun!) unboxing video, which you can find on my YouTube channel, here.

Out of my brick, I pulled all of the commons and all but one uncommon. I also got six rares, three super rares, and one chase figure. I got several common and uncommon duplicates but I didn’t get duplicates of anything rare or better.

Scans

I scanned all the individually numbered cards, which you can see below. Just click on the image for a better view.

Favorites

I’m totally a Klingon at heart, so of course the Klingon pieces are going to be some of my favorites, even if they are afflicted with the Qu’Vat virus. I won’t talk about these pieces much since I’ll likely do articles on them later. Kor is probably my favorite piece out of my entire brick. I also really like the Klingon’s team ability, Klingon Empire.

Naked Time Sulu is pretty awesome, and totally playable as a regular team piece or from your Sideline. There are so many great Starfleet pieces and with the team ability, United Federation of Planets, they all get that additional +1 to their speed when they take a move action. One of my other favorite Starfleet pieces is Yeoman Rand. She is unique for good reason! Being able to give her a power action to remove an action token from an adjacent friendly Starfleet dude of 100 points or less is great! She’s only 25 points and has Willpower on her first click.

But aside from those two factions, we also have Romulans who have the team ability Romulan Star Empire. That gives them Stealth, which is very much like a Romulan, to hide and sneak around. I noticed that none of the pieces I pulled have an improved movement though. This makes it very inconvenient to hide them in hindering terrain… unless you’re using the Romulan Lieutenant! His star trait gives all friendly characters that are adjacent or have the Romulan keyword the ability to move unhindered through hindering terrain.

There are lots of generic aliens that look like loads of fun to play with. I love using Mind Control and the Orion Female has Mind Control as a star trait, plus a bonus! The target has to reduce its defense for each Seduction token on its card. They get those from the Orion Female’s other star trait which is a free action to put a Seduction token on a character within four squares and line of fine. I can’t wait to try out this piece! And everyone has likely seen the Tribbles before today. They’re just silly fun, but as a Klingon, I hope I never face them in battle!

Final Thoughts

As a Star Trek fan, this set is very thematic and should be lots of fun to play within itself. I’m not versed well enough in the current meta to know if anything is going to make a splash or not, but I’m not overly concerned with that aspect. I want to play HeroClix and I want to use pieces that are of familiar characters and that I love. Sure, superheroes are cool and I have plenty of those pieces that I like, but I absolutely love these type of sets – the ones that break away from the normal drone of ‘Superhero’ and ‘comic book’. Yes, I’m aware that Star Trek has comics too – I have quite a few Gold Key issues. But these pieces are straight from the TV show and I love that! I really hope we get sets for each of the shows.

While I understand that this set won’t be for everyone, I encourage players to try some of the pieces, even if it’s just in a sealed event. Or maybe sit down with your Trekkie friend(s) and introduce them to Clix. I have a friend that’s never bought a HeroClix product in his life – until yesterday. He bought an entire case, starter, and Dice & Token pack, just so he could learn the game and play Clix with the Star Trek dudes he loves. So, if you aren’t a fan of Star Trek, please, don’t discourage fans from checking it out. Use their love of the property to get them into this amazing world of HeroClix!

Thanks for reading and don’t forget to subscribe, like, and follow!

Live long and Prob it!

Greetings Fellow Dice Fans!

 

Banner

WizKids is cranking out the sets lately! We have another new set, just in time for the Fall WKO season. This set features mutants from all over the X-Men universe – heroes and villains alike! Build your own team of X-Men, Exiles, or Brotherhood of Evil Mutant characters and face off against other Dice Masters!

WizKids has not put the checklist online yet. When they do, you can find it on this page, here. I will update this article when they make the link available.

Box

Promo Card and Pack Insert

W Wolverine, James Howlett

Just like with the Guardians of the Galaxy set, we get an alternate art card as the incentive promo. This is different from the blank sketch variants that we used to get. I really miss the blank sketch variants though and I hope that they bring those back at some point in the future. The art on this Wolverine is pretty amazing though and I’m very thankful to WizKids for giving out free promo cards!

Rules Insert_0001

WizKids has not put the rules insert online yet. When they do, you can find it on this page, here. I will update this article when they make the link available. Make sure to check the WizKids Keywords page to see the current and updated wording on Keyword Abilities.

Gravity Feed
Commons

We pulled 112 common cards; 10 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     Angel
x3     #02     Avalanche
x3     #03     Banshee
x2     #04     Beast
x3     #05     Bishop
x3     #06     Blink
x3     #07     Blob
x2     #08     Boom Boom
x3     #09     Colossus
x2     #10     Cyclops
x5     #11     Danger Room
x2     #12     Doop
x2     #13     Emma Frost
x2     #14     Havok
x2     #15     Iceman
x2     #16     Jean Grey
x3     #17     Jubilee
x3     #18     Juggernaut
x2     #19     Kitty Pryde
x3     #20     Magneto
x3     #21     Mimic
x3     #22     Morph
x3     #23     Nocturne
x3     #24     Onslaught
x4     #25     Polaris
x3     #26     Professor X
x4     #27     Pyro
x3     #28     Quicksilver
x2     #29     Sabretooth
x3     #30     Sasquatch
x4     #31     Scarlet Witch
x3     #32     Sebastian Shaw
x2     #33     Sentinel
x2     #34     Storm
x2     #35     Sunfire
x4     #36     The Blackbird
x3     #37     The Hellfire Club
x3     #38     Thunderbird
x3     #39     Wolverine
x3     #40     Xavier’s School

Uncommons

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

x1     #41     Angel
x1     #42     Avalanche
x1     #43     Banshee
x2     #44     Beast
x1     #45     Bishop
x2     #46     Blink
x2     #47     Blob
x2     #48     Boom Boom
x1     #49     Colossus
x1     #50     Cyclops
x2     #51     Danger Room
x1     #52     Doop
x1     #53     Emma Frost
x1     #54     Havok
x1     #55     Iceman
x1     #56     Jean Grey
x2     #57     Jubilee
x2     #58     Juggernaut
x1     #59     Kitty Pryde
x0     #60     Magneto
x1     #61     Mimic
x1     #62     Morph
x0     #63     Nocturne
x1     #64     Onslaught
x2     #65     Polaris
x1     #66     Professor X
x2     #67     Pyro
x2     #68     Quicksilver
x0     #69     Sabretooth
x2     #70     Sasquatch
x1     #71     Scarlet Witch
x2     #72     Sebastian Shaw
x1     #73     Sentinel
x2     #74     Storm
x1     #75     Sunfire
x1     #76     The Blackbird
x1     #77     The Hellfire Club
x1     #78     Thunderbird
x1     #79     Wolverine
x1     #80     Xavier’s School

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     Beast
#86     Blink
#87     Blob
#89     Cyclops
#90     Danger Room
#92     Havok
#93     Iceman
#94     Jean Grey
#97     Magneto
#99     Nocturne
#101     Polaris
#103     Pyro
#106     Sasquatch
#107     Scarlet Witch
#109     Sentinel
#110     Storm

#117     Boom Boom (Super Rare)
#121     Blink In-Betweener (Super Rare)

New Ability Keywords

Awaken – When a die with Awaken spins up 1 or more levels, you may use its Awaken effect. You get to use the effect for each individual die that spins up, so if you have two copies of the same die active and they both spin up, you will get two instances of the effect.

Awaken seems like a really cool ability and lots of cards have interesting benefits when they use their Awaken ability. My favorite of all of them is on the uncommon Jubilee: A Real Firecracker, which I featured in this week’s Confusing Card of the Week article, here. Just like with the Guardians of the Galaxy set’s new keywords, WizKids has put more effort into making sure the description is detailed.

Even with the better keyword descriptions, there are still questions that come up. There has been lots of discussion over whether or not a character die needs to be active in order to use its Awaken effect. Based off their answer to this ruling, I’m of the mind that Awaken will only work if the die is in the Field Zone. Also, if you look a little closer at the wording in the description from the WizKids Keywords page, it says, ‘if you have two copies of the same die active and they both spin up…’ which also leads me to believe that a character die must be active in the Field Zone to use Awaken.

Returning Keywords

Remember to always check WizKids Keywords page for the most recent and updated definitions. There may be other keywords in this set. Not all of the cards have been revealed yet so some of the card text is unknown.

Impulse
Infiltrate
Overcrush
Regenerate

Affiliations

There are returning affiliations and some new affiliations too. Not all of the cards have been revealed yet, so there could be other returning affiliations.

New!

Brotherhood of Evil Mutants
Brotherhood of Evil Mutants

Exiles
Exiles

Returning

X-Men
X-Men

DC Villain Affiliation
Villain

Favorites

Here are several of my favorite cards from my Gravity Feed. Be sure to check out my Gravity Feed Unboxing  and Preview videos to see all of our pulls! You can also find my preview article, here.

Blob

Blob: “Crash” Diet (left) – This guy is going to be a beast in drafts! He’s going to clear out all those troublesome Sidekick walls and clear the way for your attackers. He’s got a ridiculously good purchase cost of three and a TFC of three. His defense stats are really good too so you don’t have to worry about someone pinging him for a few points and KO’ing him. It’s gonna take a little bit more to get rid of him.

Blob: Nothing Moves the Blob! (center) – All the Blobs are just silly good with their inexpensive purchase costs. This one costs four, but rightfully so. He captures any target opposing character die for as long as he’s in the field. Each Blob you field is gonna snatch up another dude and they’re not getting free until he’s gone. That’s just absolutely amazing.

Blob: Appetite for Destruction (right) – I like the other two Blob cards a lot, but this one takes the cake! Well, probably the whole bakery – he is the Blob after all. This card stops the purchase and fielding of any opposing card! That could be an action, basic action, or character card, and that’s ridiculous! Sure, he can fall victim to DWiz and Shriek – but he’s still so good! And he’s another Blob that works as long as he’s active and with a defense like his, your opponent better hope they have an answer or one of their cards is getting locked out!

Boom Boom

Boom Boom: Time Bomb (left) – Her name says it all. She’s another direct damage character that only needs to be active when you use a Basic Action Die to deal damage to your opponent or a character die. Storm: Extra Lighting might have just got replaced on teams that use Unstable Canister. Boom Boom has a TFC of four which is painful to think about, but once she’s out there, she’s working for you. She has a low defense and can easily be pinged out of the field, but that makes your opponent waste their resources to get rid of her instead of buying s die they need.

Boom Boom: Mutate 35 (center) – This Boom Boom is another one that needs to be active, but she deals damage to your opponent the first time you use a Global each turn – that’s one on your turn and one on your opponent’s turn. She’s also inexpensive to purchase and can be a serious headache for anyone playing against her.

Boom Boom: Meltdown (right) – Here’s a Boom Boom I can get behind. She deals one damage to your opponent for each of your active characters when you field her. Sure, you need several different dudes, but there are plenty of cheap ones that are easy to buy and field, and she’s also a cheaper character. That makes purchasing multiples of her easy and even with that scary fielding cost, you’re gonna get your ‘bang’ for your buck.

Danger Room

Danger Room: Training is Key (left) – This is a great way to potentially clear your opponent’s field of a Sidekick wall, making this card a great draft pick if you don’t see that common Blob. It could also potentially get rid of characters that are in your way or ones that have kidnapped some of your dice. Danger Room does cost four to buy, so it’s not cheap, but it’s totally possible in drafts.

Danger Room: Housing Hidden Perils (center) – This Danger Room is gross with Unstable Canister or any card that does at least one damage to all opposing character dice, like the common Jubilee: Life on the Streets. I didn’t feature her, but her Awaken ability deals one damage to all opposing character dice. Talk about a combo field wiper! If you’re lucky enough to get these two cars together, you’ll never have a problem getting damage across to your opponent!

Danger Room: Flame-Throwers and Rotating Knives (right) – Oh my Pinkie Pie. Hello Norman Osborn: Don’t Call Me “Gobby”! combo card! This is just silly. It makes every character die in the field a Villain and ‘Nobby’ (as he’s called) deals one damage to your opponent for each Villain character die in the field – yours and your opponent’s. Sure, the Global is cool, especially if you have a Villain that does something when they take damage, but this Danger Room is likely going to be Nobby’s new home.

Scarlet Witch and Emma Frost

Scarlet Witch: Careful What You Wish For (left) – This Scarlet Witch could end up seeing some meta play if action dice keep going the way they are. Not only does she stop your opponent from rerolling the actions that land on an energy face, but she forces them to reroll any actions that land on an action face. There definitely needs to be a clarification on this card though. It’s not clear if they continue to reroll the action dice until the die lands on energy or if the opponent is simply forced to choose those action dice as dice to reroll. I would rule in favor of the latter because she says that they must reroll the action dice during the Roll and Reroll Step, which leads me to believe that she works similar to Black Cat: Possessive. Check with your TO’s on this one!

Scarlet Witch: Reshaping Reality (center) – I really like this Scarlet Witch because she helps you set up your characters with Awaken before you field them. If you roll a Jubilee on level three, you can spin her down a level and then place her in your Reserve Pool. This ability also helps if you really need a character on a particular face for a burst ability. I think this Scarlet Witch is a handy utility card for specific teams, but I doubt she’ll be a big meta card. She doesn’t trigger Awaken abilities since the dice are not in field when they’re being spun.

Emma Frost: All That Glitters (right) – I really like this Emma Frost, even though she only prevents the first point of damage each turn. That’s a whole point of damage that could be enhanced by a Cosmic Cube. And while there isn’t a ruling on this officially, I believe the Cosmic Cube only enhances the damage if it’s actually dealt. If it’s prevented, there isn’t any damage to increase, so this Emma Frost could potentially save you three points of damage that’s coming from King Black Bolt’s ability. I like her more for drafts and casual play though, where I think she’s be more useful.

Mimic Banshee The Blackbird

Mimic: Borrowed Talent (left) – I love this Mimic! I can copy a Sidekick die with his ability because his ability doesn’t specify non-Sidekick character die. If he’s copying a Sidekick, then every time either player fields a Sidekick the turn he’s fielded, I get to prep two dice from my bag! This is likely going to be my go-to card for ramp in a draft, or possibly casual play too. I’d like to see if Mimic has what it takes to find a foothold in competitive play.

UPDATE! Rulings just came out for this card. I did a strike through on the text that is not accurate. Here are the rulings, Morph and Mimic. Morph’s ruling mentions this Mimic.

Banshee: Fallen Hero (center) – This Banshee makes me smile. He’s daring you to use that Cosmic Cube. You won’t take one damage when you do – you’ll take three! It may not be a huge amount of damage, but if they’re using multiple Cubes in a turn, they may want to rethink that. He does that damage even if they put a Cold Gun or any other Continuous die into the field. He can be popped out of the field fairly easily, but it still makes the opponent choose between using resources to get rid of him, or using those resources for something else.

The Blackbird: Under the Radar (right) – The Blackbird is a card that’s likely going to be used primarily for its Global. Rightfully so! I can’t say if it’ll be meta or not, but I wouldn’t rule it out. If your opponent wants to stop you from using this Global on one of their Globals, then they have to waste an energy every turn to shut down Blackbird’s Global. That’s energy that likely needs to go somewhere else. If they don’t do it, they’re losing a Global that they obviously have for a reason. Or you can use it on one of your own Globals that you don’t want them to have access to on their turn. For the Golden Age meta, this card has the potential to be really good.

Hellfire Club Polaris Blink

The Hellfire Club: Members Only (left) – This is where Jessica Jones: Ladies’ Night likes to hang out. I’m itching to try that build and fully plan to do so on Saturday. You use Hellfire Club to KO everything except your big nasty, then field any characters you may be holding in your Reserve Pool, and then go in for a big hit! It cost four to buy, but it’s totally worth it! You can even add this on a team with Infiltrate characters if you don’t have the super rare Angela from the Guardians of the Galaxy set so you can get that Infiltrate damage in and still have blockers.

Polaris: Mistress of Magnetism (center) – Polaris is the ultimate card to pair with any Awaken card. Throw in a cheap shield type character or the rare Cyborg: Technis Imperative and keep a shield energy handy. I’m totally building a team with Polaris and uncommon Jubilee, so I can easily get Jubilee back into my field at level one. She definitely has other uses, but she goes so well with this set’s featured keyword.

Blink In-Betweener: Agent of Order and Chaos (right) – I like to feature any super rare cards I pull, whether they’re good or not. Like many of the Max 1 cards (What If?, White Lanterns, and Black Lanterns), Blink is overpriced for what she does. Not only is she a Crossover character but she also has the stipulation on her purchase which makes her that much harder to purchase. And I absolutely dislike When Fielded abilities on Max 1 characters. If you can get her ability to work for you, it would be cool. As a collector, I adore this card for the aesthetics and I’m happy to have her in my collection.

Final Thoughts

Fave Dice

There are lots of pretty dice in this set. It was hard to narrow it down, but I did… to six. I really love the rainbow sparkle swirl that Scarlet Witch’s die has. It’s really hard to see, even up close in person, but I tried to catch it in a picture. Kitty Pryde and Blink have gorgeous translucent colors, which I tried very hard to capture as well. Sentinel and The Blackbird both have a shimmer swirl type die and the colors are very pretty. Jubilee’s die is so cute! I love the pink-red firework icon on the yellow background of the die. One of my favorite things to do with a new set and sit and study all the new dice. I’ve never enjoyed it as much as I have with the dice in this set.

Not only are the dice pretty, but the selection for the card art is excellent as well. There is a nice variety of art styles and all of the characters are represented well. The only art selection that I don’t like is Scarlet Witch. And it’s not because the art is bad, it’s because it’s too similar to the Scarlet Witch from the Deadpool set.

The set overall seems to have some interesting card abilities and maybe even some cards that could see major competitive play. With every new set, I usually have several cards that I don’t like at all. It’s not like that with this new X-Men set. I even like the Sentinel cards, though they won’t see any major competitive play. This set looks like a great set to draft with because there are so many cards that work together or work off of each other. There are also lots of inexpensive characters with decent abilities and I can’t wait to get these cards onto constructed teams too!

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!

 

For this week’s confusing card of the week article, we’re going to take a look at Jubilee: A Real Firecracker from the Marvel X-Men First Class set.

W Jubilee, A Real Firecracker

Ruling – Ability

“When an opposing character die is KO’d, spin this character up 1 level.”

When an opposing character die is KO’d, each active Jubilee die on your side will spin up one level. Dice that are removed, swapped, sacrificed, etc. are not considered KO’d. The card ability must say that the die is KO’d. For example, Lethal Blow: Basic Action Card says, “Move target level 1 character die from the Field Zone to the Prep Area.” This is not the same as KO’ing that die and will not allow Jubilee to spin up a level.

The opposing character die can be KO’d by combat damage from blocking or being blocked and Jubilee will spin up a level. You can KO an opposing character with non-combat damage and it will allow Jubilee to spin up a level. For example, the Global on Unstable Canister: Basic Action Card says, Pay [BOLT]. Deal 1 damage to target character die.” If you use that Global to deal enough damage to KO an opposing character die, Jubilee will spin up a level.

And example of a card ability that KO’s a character die without dealing damage can be found on Smash!: Basic Action Card. It says, Knock out a target level 1 character. This type of ability would allow Jubilee to spin up a level.

Character dice can’t spin beyond level three or below level one, unless otherwise stated in a card ability.

This ability is not optional. Each time an opposing character die is KO’d, all active Jubilee dice on your side will spin up one level.

Ruling – Awaken Keyword

Awaken Keyword Definition:
“When a die with Awaken spins up 1 or more levels, you may use its Awaken effect. You get to use the effect for each individual die that spins up, so if you have two copies of the same die active and they both spin up, you will get two instances of the effect.”

Jubilee’s Awaken:
“Deal 1 damage to target opponent.”

Each instance that Jubilee would spin up one or more levels, you will get to use her Awaken effect. Each of her dice that spin up will deal one damage to your opponent.

If Jubilee is level one and an effect spins her up to level three, she will only deal one damage. For example, With Great Power…: Basic Action Card says, “Spin all of your character dice up 1 level. [BURST][BURST] Instead spin all of your character dice to level 3.” If you use a With Great Power action die that’s showing a double burst face to spin Jubilee from level one to level three, she will only deal one damage and not two damage. 

If Jubilee is level one and an effect spins her up to level two, she deals one damage. In the same turn, if an effect spins her from level two to level three in a separate instance, she deals one damage to your opponent again. For example, Giganta: Standing Tall has a Global ability that says,Pay [FIST]. Spin target character die up 1 level.” If you use that Global to spin Jubilee from level one to level two, she deals one damage to your opponent. If you use the Global a second time in the same turn to spin Jubilee from level two to level three, she deals one damage to your opponent.

Miscellaneous Card Information

~ Jubilee is a Bolt type character card.
~ She has the X-Men affiliation.
~ She has a max dice of four.
~ This card is an Uncommon and is #57 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
There are no official rulings for this card yet.

Page 11 of the Superman Wonder Woman Rulebook has the most up to date info on the progression through the Attack Step.

You can find the cross IP compatibility wording, here.
You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Strategy and Opinion

I can’t wait to play with this card! I really love building and playing around combo cards and this card screams “Combo!” I really love cards that have a built in function for a keyword or other ability, just like Jubilee! She has her own spin trigger that can be easily used with a variety of cards. This makes her Awaken ability really good for various levels of play. She’s got a great purchase cost of two energy and her level one and two fielding costs are good. Her level three fielding cost isn’t horrible, but two is pricey if you’re trying to use that energy for other things. Her defense tops out at three which can be a problem against the uncommon and rare Cold Guns. She’s a great addition for teams that need a way to deal damage early game. I think she’s going to be a super powerful card in drafts because of Unstable Canister and Magic Missile. I think this is a great card for players of all skill levels as well.

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?
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