Wizkids has announced that they’ll be hosting a Rainbow Draft Weekend geared towards their Dice Masters game and Dungeons & Dragons. D&D Dice Masters: Strahd Rainbow Draft Weekend will take place in the fall. The game company has also posted up a look at Strahd himself.
The organized play card has a max of 4 dive and “Experience,” “Energy Drain” and if you have the star at level 3, “While Strahd is active, once per turn, when an opposing Adventurer takes damage Strahd immediately gains an Experience token.” He regularly doesn’t count as an Adventurer.
Out in August, Green Arrow and Flash is the next DC Dice Masters set to be released from Wizkids. At Origins, which is currently going on, folks got a first look at the box (though the card says it’s not the final box art).
While the two characters headlining this set both have their own DC television shows leaving many to speculate what we could expect, the box clearly has art from DC Comics. This is in contrast to Cryptozoic’s DC Deckbuilding Game whose Arrow expansion featured images from the television show.
Should be interesting to see what cards will be included as far as characters.
Batman will be the focus for the first DC Comics Dice Masters set by Wizkids in February 2017. The new set will also feature a limited edition promo card.
DC Comics Dice Masters: Batman will only be released as a gravity feed. Gravity Feeds consist of random packs which feature two cards and two dice. Gravity Feeds feature 90 packs and retail for 99 cents a pack.
The set will feature more than “30 iconic heroes and villains from Batman’s storied career fighting crime in Gotham City.” This includes new characters who have yet to be featured in a DC Comics Dice Masters release.
This release’s incentive will feature a limited edition sketch-art variant promo for those who purchase an entire gravity feed.
With the next Dice Masters set from Wizkids, Teenage Mutant Ninja Turtles Dice Masters, out this week, I’m going over individual cards to give my thoughts on the various characters and cards within.
We’ve looked at the villains and now it’s time to check out the heroes! We started looking at the heroes with April and Casey Jones, Splinter, and the Turtles themselves.
Now, we wrap up this break down of the set with a look at the Basic Action Cards.
Here’s the cards included in the set:
Cowabunga – Cost 4 – If you have exactly one character die in the Field Zone, it gets +4A and Overcrush until end of turn. If you have more than one character die in the Field Zone, instead all of your character dice get +1A.
Enraged – Cost 4 – Up to two of your target character dice get +1A and Overcrush until end of turn.
Give Me a Break! – Cost 3 – Target non-[Teenage Mutant Ninja Turtles] character die can’t block until end of turn. Global: Pay [1 Bolt]. Until end of turn, when a character die is assigned to block, deal it 1 damage.
Heroes in a Half-Shell – Cost 2 – Target character die gets +2A until end of turn. If it is a [Teenage Mutant Ninja Turtles] character, it also gets +2D.
Lethal Blow – Cost 5 – Move target level 1 character die from the Field Zone to the Prep Area. * Instead, target any character die in the Field Zone. ** Instead, move any target character die to the bag.
Pizza! – Cost 1 – Gain 1 life. You may not use this Basic Action Die if you have 15 or more life. Global: Pay [1 Shield]. Once during your turn, if you have less than 10 life, gain 1 life.
Reckless Abandon – Cost 3 – Deal 1 damage to each character die (including your own). * Instead, deal 1 damage to each player. ** Instead, deal 1 damage to each player and each character die.
Special Delivery – Cost 4 – Draw two dice from your bag and roll them (place them in your Reserve Pool).
Tactical Cover – Cost 3 – Your character dice get +2D. */** Also, target character gets +3D. Global: Pay [1 Shield]. Target character die gets +1D (until end of turn).
Turtle Van – Cost 2 – Continuous: You may send this die to the Used Pile to prevent all damage to target blocking character.
Thoughts: Much like with the characters, there’s a little something for everyone when it comes to the Basic Action Cards in this set. There’s quite a few different Basic Action Cards here that improve the attack or defense of dice, and that’s a bit common in the Dice Masters world. So, what stands out is the other cards.
Give Me a Break! – Stopping a character die from blocking is interesting, but the global to deal one damage to a blocking character could be interesting. While it may only help once a while, it could be rather helpful.
Lethal Blow – Probably my favorite action in the set. To be able to just move characters from the field zone is amazing and could be a game changer. While you may get hit once, this die alone can shut down a lot of the Team that are out there currently.
Pizza! – I saw it a lot, but there’s not much that allows you to gain life in this game. But, what I think is really interesting in the cost of 1. You’re now going to get 2 energy down the road for the 1 you spent which creates a new venue to quickly purchase costly dice.
Reckless Abandon – Throwing damage around to everyone!? A suicide mechanic like this is rare and if you’re tactic also includes gaining life, it gets even more interesting. Combo this with Pizza! and it can make a difference and becomes really interesting.
Special Delivery – Anything that allows you to draw dice quicker is interesting and very helpful.
With the next Dice Masters set from Wizkids, Teenage Mutant Ninja Turtles Dice Masters, out this week, I’m going over individual cards to give my thoughts on the various characters and cards within.
We’ve looked at the villains and now it’s time to check out the heroes! We started looking at the heroes with April and Casey Jones, and Splinter and now we’re moving on to the Turtles themselves!
Donatello
Does Machines (cost 4) – Nothing special
Donnie (cost 5) – Turtle Power – While Donatello is active, other Turtle character dice cost 1 less to purchase
The Mad Scientist (cost 5) – Wile Donatello is active, when you field a different Turtle character die, spin that die up one level. If that die is already level 3, instead draw and roll a die (place it in your Reserve Pool)
Leo (cost 5) Turtle Power – While Leonardo is active, when a different Turtle character die of yours would be KO’d, instead KO a Leonardo die and gain 2 life
Big Brother (cost 6) – While Leonardo is active, other Turtle character dice cost 1 less to purchase
Mikey (cost 5) – Turtle Power – While Michelangelo is active, other Turtle character dice cost 1 less to purchase
Par-taaaay! (cost 6) – Whenever a different Turtle character die is blocked, spin each Michelangelo character die up one level. For each Michelangelo character die already at level 3, instead KO target blocking character die
Thoughts: The Turtles are all about working together and off of each other with their abilities. Each die helps to give a boost to the rest of them. The two abilities that really stand out to me is Michelangelo where you get to spin up a die and if you can’t you’re able to KO a blocking die. The function could do wonders to knock out opponents’ dice. Leo with Turtle Power is also interesting with the ability to gain two life. Since life gaining is not common, this ability I’ve found have become pretty key in some games.
If I were to pick a set of four, I’d choose Donnie, Leo, Par-taaay!, and Anger Issues. The thought from me is Donnie decreases the cost of everyone and the rest become an offensive function with you spinning up Michelangelo, gaining life through Leo and dealing damage with Raphael’s Anger Issues. It fits my style of play and is a bit aggressive in the attack. Buy Donnie early, then get everyone else out cheaper.
In the end, there’s a combo of Turtles that’ll fit everyone’s style of play.
Check out the full unboxing video below, and join me tomorrow when I take a look at the Basic Action Cards.
This week sees the release of Teenage Mutant Ninja Turtles Dice Masters, a complete set in a box that features 16 characters (3 cards each) all with three dice and meant for four players. It’s everything you’d need for two on two play. Wizkids will be expanding on that this December with Heroes in a Half Shell.
This new expansion will offer new versions of Leonardo, Michelangelo, Donatello, and Raphael. It will also featured eight new characters, both allies and villains for them to battle.
Like the current box set, this one will also retail for $34.99.
With the next Dice Masters set from Wizkids, Teenage Mutant Ninja Turtles Dice Masters, out next week, I’m going over individual cards to give my thoughts on the various characters and cards within.
We’ve looked at the villains and now it’s time to check out the heroes! We started looking at the heroes with April and Casey Jones, and now we’re moving on to Splinter who has two versions in the set.
Splinter
Hamato Yoshi (cost 5) – When fielded your lightning energy and fist character dice get +1A until end of turn
Father (cost 6) – When fielded, draw a die. If it is lightning energy or fist die you may deal 2 damage to target opposing character die Return it to your bag.
Radical Rat (cost 7) – When fielded target opposing character die can’t block your lightning energy or fist character dice
Thoughts: If you’re focused on Raphael and Michelangelo, this is the Splinter for you to use. The die is level 1 cost 1 5A 4D, level 2 cost 2 6A 5D, and level 3 cost 2 7A 7D. It’s not a cheap die or character so you need to use him pretty strategically. The increase in attack Hamato Yoshi gives doesn’t impress me too much, but the ability to deal two damage just fielding a die or to make characters unblockable, both can be used to great extent, especially the latter. Unfortunately, the high cost will make this a card you don’t see often in games involving just the TMNT set. In constructed I can see Radical Rat being used a lot.
Splinter
Ninja Master (cost 5) – When fielded your Turtle character dice get +2A and +2D until end of turn
Sensei (cost 6) – When fielded, draw a die. If it is a mask or shield die, roll it and place it in your Reserve Pool. Otherwise put it in your Used Pile.
Master Splinter (cost 7) – When fielded, target opposing character die can’t block your mask or shield character dice and your Turtle character dice gain Overcrush this turn
Thoughts: If you’re playing Leonardo or Donatello, this is the Splinter you’ll want to use. The die is level 1 cost 1 4A 5D, level 2 cost 1 4A 7D, and level 3 cost 2 6A 8D. While the die itself is a bit cheaper, it’s also more defensive based on the stats that the other version. Out of the two versions, this is one I like a bit more. All three have their strengths. Ninja Master is really only useful if you’re running with Turtles, but the other two go beyond the set. To not be able to be blocked or gaining Overcrush or gaining a die, both can be very handy. But again, you run into the issue with high cost dice, so each are limited in just using the TMNT set, but I can see both making their way into constructed play.
Check out the full unboxing video below, and join me tomorrow when I take a look at the Turtles themselves.
With the next Dice Masters set from Wizkids, Teenage Mutant Ninja Turtles Dice Masters, out next week, I’m going over individual cards to give my thoughts on the various characters and cards within.
We’ve looked at the villains and now it’s time to check out the heroes!
Up today first, we’re looking at April and Casey Jones!
April
Channel 6 Reporter (cost 2) – Ally. When fielded, give another target Sidekick or Turtle character die +1A until end of turn.
Part of the Family (cost 2) – Ally. When fielded, give another target Sidekick or Turtle character die +1D until end of turn.
Ninja in Training (cost 3) – Ally. When fielded, draw a die. If it is a Sidekick or Turtle die, roll it and add it to your Reserve Pool.
Thoughts: While it’s nice to boost stats, April isn’t the most useful of characters when it comes to abilities. The die itself is good though and its cheap fielding cost could make it worth it. At level 1, the cost is 0 with 1A 1D, level 2 the cost is 0 with 1A 3D, and level 3 the cost is 0 with 1A 5D. That level 3 is pretty decent for a 2 cost die that costs nothing to field. As a die to soak up attacks and damage, it could come in handy. I just see other die that would be more helpful or interesting in competitive play especially.
Casey Jones
Pain 101 (cost 2) – If your life total is less than 15, and Casey Jones blocks or is blocked by a Sidekick or Villain, gain 1 life.
Mutant Hunter (cost 2) – When Casey Jones attacks, you may choose any number of target Sidekicks or Villain dice to block Casey Jones character dice in any arrangement you choose.
Lunatic Vigilante (cost 3) – Casey Jones can’t be blocked by Sidekicks and Villain character dice.
Thoughts: I’m liking this card. At level 1 cost is 0 with 2A 2D, at level 2 cost is 1 with 3A 3D, and at level 3 the cost is 2 with 4A 3D. Where I think it’s helpful is its abilities. To be able to gain life or decide blockers, both can be helpful and game winning. The blockers especially could be a game winning ability (I know I could have used it this weekend for instance). Not being blocked though, we see this ability a bunch and with better spins to them. Batgirl: Stealth Bat for instance does similar with slightly different stats and cheaper fielding. Overall though, another solid addition to the set and Dice Masters game.
Check out the full unboxing video below, and join me tomorrow when I take a look at Splinter.
With the next Dice Masters set from Wizkids, Teenage Mutant Ninja Turtles Dice Masters, out next week, I’m going over individual cards to give my thoughts on the various characters and cards within.
We’ve looked at Baxter Stockman, Mousers, Foot Ninja, Fugitoid, Bebop and Rocksteady!
Up today are the brains behind the operation Shredder and Krang!
Shredder
Oroku Saki (cost 6) – While Shredder is active, each player loses 1 life at the start of their turn.
Old Rival (cost 7) – When Shredder deals combat damage to Turtle character die, your opponent loses 3 life.
Foot… Join Me (cost 8) – When fielded, move all Villain dice from your Used Pile to your Prep Area.
Thoughts: Shredder is a beast in cost and die. At level 1 his cost to field is 1 with 4A and 4D, level 2 costs is 1 with 6A 6D, and level 3 is cost 2 8A 8D. That’s a hell of a die for very little to field. It’s the purchasing that’s a bit out of hand. The TMNT set doesn’t have much to speed fielding up, so you’re relying on Basic Action Die. I doubt we’ll see much of the cost 8 version in that play. Though, in constructed and tournaments, I could see Oroku Saki and Foot… Join Me coming into play. While they might be expensive to purchase, each has abilities that are huge. The lost 1 life with Oroku Saki may skirt abilities that prevent damage from a source, since it doesn’t say it’s damage (ruling please!) and to be able to move villains like that could be interesting as well. Expect both see experimentation, though may not catch on heavily just due to cost of purchase.
Krang
Technodrome Commander (cost 6) – Regenerate
Ruler of Dimension X (cost 6) – While Krang is active, if one of your other Villain character dice attacks, and is unblocked, reroll them after damage is dealt. If they land on a character face, place them in your Prep Area instead of the used pile.
Ultrom Warlord (cost 7) – When fielded, move all Sidekick dice from your opponent’s Used Pile and Prep Area to their bag.
Thoughts: Like Shredder Krang is expensive so may be hard to field with just the TMNT set. At level 1 he has 3A 7D for cost 1, level 2 is 4A 8D for cost 1, and level 3 is 5A 9D for cost 2. Like Shredder he’s a beast when it comes to the die as well. The one I like the least is Technodrome Commander with just Regenerate. He’d be good as just a defensive blocker for teams hitting you with high attacks and overcrush. The potential 9D will soften the blow. The one I do like is Ruler of Dimension X. For the same cost you can do some neat tricks. Particularly I’m liking using this with Shredder to have him attack, be unblocked and then hopefully you roll a face to get him in the Prep Area and then bring more villains in. The combo could be impressive and irritating for opponents.
While both characters and dice have potential, lets face it, they’re expensive to purchase. There’s definitely use for both but playing with just the TMNT set it’ll be hard to get them out there. Instead, expect to see either in constructed, and even then on a limited basis.
Check out the full unboxing video below, and join me tomorrow when I take a look at the April O’Neil and Casey Jones.
With the next Dice Masters set from Wizkids, Teenage Mutant Ninja Turtles Dice Masters, out next week, I’m going over individual cards to give my thoughts on the various characters and cards within.
We’ve looked at Baxter Stockman, Mousers, Foot Ninja, and Fugitoid. Up next is Bebop and Rocksteady!
Bebop
Troublesome (cost 4) – While Rocksteady is active, Bebop gets +2A and +2D
Mutant Warthog (cost 5) – When fielded, if Rocksteady is active, deal 1 damage to target player.
Pighead (cost 6) – While Rocksteady is active, you may reroll your Bebop dice any time it shows an energy face during your Roll and Reroll step.
Thoughts: With a die that’s 0 cost at level one with 2A 4D, 1 cost at level two with 3A and 6D, and two cost at level three with 4A and 7D, the dice for Bebop is pretty solid but the purchasing is a little high if you’re just using the TMNT set. There’s not really anything within to burn through dice to allow purchasing of more expensive dice, so you’ll need to rely on basic action dice to fill that need. As a whole, I doubt we’ll see Bebop played much without Rocksteady and out of the three I’d probably lean more towards Troublesome if you’re using Rocksteady. The idea of a 6A 9D for 4 purchase and 2 fielding is really nice.
Rocksteady
Rough and Tumble (cost 4) – While Bebop is active, Rocksteady gains +2A and +2D
Armed and Dangerous (cost 4) – While Bebop is active, Rocksteady gains Overcrush and takes no damage from blocking character dice (this includes Sidekicks)
Mutant Rhino (cost 5) – When fielded, if Bebop is active, KO target opposing level 1 character.
Thoughts: With the Bebop/Rocksteady combo, I really like Armed and Dangerous and Mutant Rhino for Rocksteady. At level one he has 3A 3D, level two is 5A 3D, and level three is 6A 4D. The idea of him gaining Overcrush and not taking damage from blocking dice is kind of awesome. The ability to knock out level 1 character is also a fantastic ability.
Really when it comes to these two, you’re not going to use one without the other and both I could see making it into tournament play, definitely fun casual, but I don’t see either making a huge impact.
Check out the full unboxing video below, and join me tomorrow when I take a look at the Shredder and Krang.