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 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!

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

Roll on, Dice Masters!

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Greetings Fellow Dice Fans!

 

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?
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!

 

Logo

A new set has just released and it’s loaded with characters that are here to either save the galaxy or destroy it! Guardians of the Galaxy is now available in the US!

You can find the checklist for Guardians of the Galaxy, here.

Box

Promo Card and Pack Insert

W Star-Lord, Let's Dance

This time around, we don’t get a blank sketch variant. We have an alternate art version of the uncommon Star-Lord: Let’s Dance from the set. I’m a huge fan of the blank sketch cards and I was surprised to see the alt art instead. It’s still cool and neat looking and it’s nice of WizKids to give us these alt art cards as a thank you for buying full gravity feeds.

Rules Insert

You can find the Rules Insert online, here. 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; 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.

x4     #01     Adam Warlock
x2     #02     Agent Venom
x3     #03     Angela
x3     #04     Beta Ray Bill
x3     #05     Black Widow
x3     #06     Captain America
x3     #07     Captain Marvel
x3     #08     Cosmic Cube
x3     #09     Cosmo, Space Dog
x2     #10     Daisy Johnson
x3     #11     Drax
x2     #12     Dum Dum Dugan
x3     #13     Gamora
x4     #14     Ghost Rider
x2     #15     Groot
x2     #16     Hulk
x2     #17     Ironheart
x3     #18     Knowhere
x2     #19     Madame Masque
x2     #20     Madame Web
x3     #21     Mantis
x3     #22     Moondragon
x3     #23     Nebula
x2     #24     Norman Osborn
x3     #25     Nova Corps Uniform
x3     #26     Nova Prime
x3     #27     Quasar
x3     #28     Ricochet
x3     #29     Rocket Raccoon
x2     #30     Ronan the Accuser
x4     #31     S.W.O.R.D. Agent
x2     #32     Squirrel Girl
x4     #33     Star-Lord
x2     #34     Stick
x3     #35     Thanos
x3     #36     The Collector
x3     #37     The Kyln
x3     #38     The Spot
x3     #39     Yellow Jacket
x3     #40     Yondu

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     Adam Warlock
x1     #42     Agent Venom
x1     #43     Angela
x1     #44     Beta Ray Bill
x1     #45     Black Widow
x1     #46     Captain America
x1     #47     Captain Marvel
x2     #48     Cosmic Cube
x1     #49     Cosmo, Space Dog
x2     #50     Daisy Johnson
x1     #51     Drax
x1     #52     Dum Dum Dugan
x1     #53     Gamora
x2     #54     Ghost Rider
x1     #55     Groot
x1     #56     Hulk
x2     #57     Ironheart
x2     #58     Knowhere
x1     #59     Madame Masque
x1     #60     Madame Web
x1     #61     Mantis
x1     #62     Moondragon
x2     #63     Nebula
x2     #64     Norman Osborn
x1     #65     Nova Corps Uniform
x1     #66     Nova Prime
x2     #67     Quasar
x1     #68     Ricochet
x2     #69     Rocket Raccoon
x1     #70     Ronan the Accuser
x1     #71     S.W.O.R.D. Agent
x0     #72     Squirrel Girl
x1     #73     Star-Lord
x1     #74     Stick
x1     #75     Thanos
x1     #76     The Collector
x1     #77     The Kyln
x3     #78     The Spot
x1     #79     Yellow Jacket
x1     #80     Yondu

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.

#82     Agent Venom
#84     Black Widow
#85     Captain Marvel
#87     Cosmo, Space Dog
#92     Ghost Rider
#93     Groot
#94     Hulk
#101     Nebula
#102     Nova Corps Uniform
#105     Ricochet
#106     Rocket Raccoon
#107     Ronan the Accuser
#108     S.W.O.R.D. Agent
#112     The Collector
#113     The Kyln
#114     The Spot

#122     Groot Thor (Super Rare)
#124     Punisher Sorcerer Supreme
(Super Rare)

New Ability Keywords

Call Out – When a character die with Call Out attacks, you target an opposing character die. The targeted die can only legally block the attacking die that used Call Out on it, and no other die can legally blocked the die that used Call Out. If the die that used Call Out cannot legally be blocked for any reason (an effect made it unblockable, two different dice chose the same target for their Call Out, the die targeted with Call Out was KO’d, etc.) then the effect of Call Out is cancelled.

I like that WizKids is putting a great bit of thought into the details of keywords now. Most of the questions I have are answered just by reading the keyword description on their site. Call Out seems like an interesting control ability that I will definitely need to play around with. Using Call Out is a great way to get around particular blockers to allow your other characters to deal their damage or use an ability that requires the character to be unblocked.

Infiltrate – When a character die with Infiltrate attacks and is not blocked, you may choose to remove them from combat and not deal combat damage to your opponent. If you do, they deal 1 damage to your opponent, and return to your Field Zone.

I’m loving Infiltrate and some of the cards that enhance Infiltrate or help characters with this keyword, like a character with Call Out. Characters that use Infiltrate are dealing ability damage to your opponent – not combat damage. That is very important to remember because ability damage is not the same as combat damage. I really like that I can attack with a character that has Infiltrate, use the ability to deal one damage to my opponent, and still have that character to use as a blocker. This ability was made for players like me that love control pieces and play control teams, but still have that bit of aggro in our blood. I hope this ability works as well as I think it will, and I can’t wait to test it out!

Returning Keywords

Remember to always check WizKids Keywords page for the most recent and updated definitions.

Aftershock
Ally
Continuous
Deadly

Fast
Intimidate
Overcrush

Underdog

Affiliations

There are several returning affiliations and no new affiliations. Inhumans and Mystics only on one character each. King Black Bolt is an Inhuman and Villain. Punisher Sorcerer Supreme is Marvel Knights and Mystics.

Avengers
Guardians of the Galaxy
Inhumans
Marvel Knights
Mystics
Spider-Friends
S.H.I.E.L.D.
Villains

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!

 

Blog Faves 1

Mantis: Celestial Madonna (left) – I loved using Zatanna: Zatanna Zatara from the Justice League set and I miss her, but her replacement has finally arrived! I know Jade from War of Light has a similar ability, but she’s a Bolt character and I wanted a Mask character. I like having a blocker that I don’t mind KO’ing, and sometimes, that stops my opponent from attacking frivolously. She cost three to purchase and has a TFC of one, which is great for her ability.

Nebula: The Family Business (center) – This Nebula has a superb defense across all levels for the fielding cost. Her purchase cost is on point for her ability and stats, making her a great choice for a variety of teams. She’s a nice control piece that will likely yield decent results and possibly be enough of a threat for an opponent to waste a Shriek or DWiz on.

Quasar: Protector of the Universe (right) – A character that cost four to purchase, has a TFC of three with decent attack, and can also go to your Prep instead of Used Pile after smacking your opponent – Yes, please! I love this card! And one of the most awesome things about her? She’s got the Guardians of the Galaxy affiliation! I want to rebuild my GotG team and this is likely going to be one of the first cards I select – unless I see a better version.

Blog Faves 2

The Spot: Dr. Jonathan Ohnn (left) – The Spot is one of my favorite Spider-Man villains, second only to Hobgoblin. I know that many folks out there don’t like him, but I always thought his powers and abilities were interesting. I was super excited to see him in this set and even more excited to see how thematic his abilities are on all versions. But sometimes, it’s the simple things that are most appealing, and The Spot with Infiltrate is my favorite version. It fits him so well! He cost two to purchase and has a TFC of two. His stats aren’t very high, but with Infiltrate, you don’t need high stats.

Adam Warlock: Standing Watch Over Infinity (center) – This card is like Imprisoned, but pumped up and with legs. All you need to do is force several opposing characters to block him and make sure he’ll get KO’d, swipe those dudes and never field Adam Warlock again! Those dudes are forever trapped! This is a ridiculously good control card that’s easily paired with Wasp: Fashionista from the Civil War starter. Being a heavy control player, I’m star-struck by Adam Warlock!

Angela: Art of the Hunt (right) – I’m digging the Infiltrate keyword and here’s a character that gets to do two damage instead of one when she uses Infiltrate. I like her stats and purchase cost and she’s a GotG affiliated character. I can’t wait to get this GotG team put together!

Blog Faves 3

Captain America: Chemistry Project (left) – I’m a control player at heart, but I like these type of cards that allow me to do direct damage to my opponent. Captain America allows me to deal damage and keep my dude too. This helps put my mind at ease about attacking because this is another card I could easily pair with Wasp: Fashionista from the Civil War starter. There are also plenty of ways to prevent lethal damage to character dice, making this card very appealing to me! His dice stats are really good for his ability and his TFC of five shouldn’t be an issue since you don’t want him to leave the field. I also love the new red/white swirl with the blue accents.

Cosmic Cube: Beyond Imagination (center) – Wow! This Cosmic Cube is begging to be added to Satchel teams! You could easily purchase several different action dice in one turn thanks to this card. It only cost two to purchase and would also be an asset to Front Line teams that need to purchase their Front Line dice. You would want to purchase a cheaper action die first, then you can get the three energy discount on the Front Line, making it cost two. Seems like a good idea to me!

Groot: The Monster from Planet X (right) – This Groot has awesome defense stats on level two and three for his ability. He cost four to purchase, but that’s not bad at all for what he does. I am not a fan of his Global because most of my teams are control teams that slowly deal damage and this Global would give my opponent an opportunity to come back. If I were going to use this Groot, I would put him on a team that doesn’t deal much damage until it’s ready for the killing blow. If not for that Global, he would likely have been my favorite card in the entire set! But it is nice to see a Global that helps you gain life without a silly restriction on it, like the one Pizza has. I don’t mind the Once Per Turn limitation, though. I think it’s actually a necessary limitation for any life gain Global.

Blog Faves 4

Quasar: Might of the Quantum Bands (left) – Here’s another great Quasar card! Now I don’t know which one I want to use. This one is more control than the other, but I like the other too. They both have the same purchase cost, so I guess I’ll have to see how my GotG team starts to come together before choosing a Quasar card. I really like this ability though, because it could potentially stifle my opponent’s ability to purchase something that they need. Quasar’s stats are good for a character that needs to stay active.

Thanos: Throwing Down the Gauntlet (center) – I read this card and laughed out loud. This is the perfect anti-Swarm and anti-Rush card! Thanos is such a beast and I love him! The only thing I don’t like is his purchase cost. It’s a justifiable purchase cost, but it’s very hard to play cards that cost six or more and utilize them effectively. I should know – I play Grodd and I played Colossus: Piotr Rasputin at the Owensboro WKO this last time. Colossus got me into top eight, but it was a struggle. I will most likely try to find a way to play with this card. It has DDK written all over it. I love taking near-impossible-to-play cards and finding a way to make them work, at least a casual format.

Black Widow: Spider’s Bite (right) – So, this Black Widow just made me love Infiltrate even more! My Angela can now do three damage when using Infiltrate. And Black Widow is a While Active ability, so I don’t have to attack with her if I think she could be blocked or KO’d when she attacks. WizKids, you really do love your Black Widows, don’t you? I have yet to come across a set with a Black Widow that I didn’t like.

Blog Faves 5

Groot: Growing Pains (left) – I like this Groot because he makes your opponent think long and hard about KO’ing your characters. There is a possibility that this Groot could change the way your opponent would have blocked, which could give you an advantage and a lead in life total. If you load up your Prep Area with character dice, they surely won’t want to Canister that Shriek or DWiz and then KO Groot because then they could be looking at a hoard of level two dudes! Groot is difficult to KO, unless he’s on level one, or you have a way to force a blocker on him and pump that blocker’s attack up. You could even damage your Groot enough with your own Globals/Abilities so when they do block, it KO’s him and you get his ability. He’s definitely an interesting card.

Nova Corps Uniform: A Symbol of Order (center) – I like that this can be equipped to any of your character dice, including that one Sidekick that always wants to be a Sidekick and never rolls energy. Nova Corps Uniform is a great way to clear those pesky Sidekick walls out of the way too. It cost three to purchase, but it’s a decent action die all around. It can be used on any character die, has an useful ability for any character die it’s equipped to, or can be used as energy if you don’t roll the action face.

The Collector: Taneleer Tivan (right) – This card makes my head hurt. You can steal your opponent’s win condition or control piece and use it against them, which seems cool, but it’s not so cool if you’re staring at a Collector on the other side of the board. It’s also a little confusing. What is considered an ‘unpurchased character die’? Is it any target die that’s still on the card or is it a character whose dice have not been purchased at all yet? I’m fairly certain it’s not the latter. I could see where this card could be super useful and it’s a very nice ability to use against someone, but I feel sorry for all the newer players out there that read this card and instantly develop a headache from trying to understand it. I also feel like this card is a little overpowered for his purchase cost.

Blog Faves 6

Groot Thor: I Am Thor! (left) – What I love the most about Groot Thor’s ability is the forethought that WizKids put into the wording. “Prevent all effects that would copy Groot Thor’s abilities, even if he is not in the Field Zone.” Thank you WizKids, thank you so much for this. I think that ability needs it’s own Keyword. That ability makes me love Groot Thor, but his other ability to copy When Fielded effects from active dice is not a favorite of mine – especially not for his cost and purchase conditions. His die is super cute though.

Punisher Sorcerer Supreme: Calm. Dust. (right) – Oh my goodness. I really like this card. Even with the purchase conditions, this card is a wrecking ball! You may not get to pick the character when he’s fielded, but you do when he attacks, so long as it’s got the lowest attack. This still targets your characters, but if you’re running a team that thrives off of KO’ing it’s own characters, this guy could be a option. You can always Blink-Transmutation him back from the Attack Zone to utilize him on a later turn, or use Wasp: Fashionista’s Global to force a dude to block this tank. I love his die too!

Final Thoughts

So far, the internal synergy of this set is looking good for drafts! I’m excited to see how well this set works outside of drafting and I’m totally excited to be able to rebuild a GotG team! I’ve missed playing my old team, but it’s mostly Golden Age now, except for the Drax from Amazing Spider-Man. I like the Drax cards in this set much more. I’m really excited to try Infiltrate and Call Out. They might seem like totally aggressive abilities at first, but they can fit well on a control team. Call Out is especially good for a control team that has problems with opposing characters being in the Field.

I’m not sure what my overall favorite card is yet, but I think The Spot is my favorite thematic card. My favorite dice from the set are pictured below: Angela for her colors,  Captain America for his colors, Daisy Johnson for her die image and colors, and Ironheart for her colors.

Fave Dice

I think there are few meta cards that could potential shake things up, like The Collector and his silliness. I think Infiltrate and Call Out might be something if they work as well as I think they do. Cosmic Cube and The Kyln have some crazy cards too that might see some competitive play on various teams.

This set has something for everyone. There are cards that appeal to all different types of players in both casual and competitive play. I can’t wait to see some of these cards in action!

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!

 

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!