Tag Archives: dc comics dice masters: green arrow and the flash

DC Comics Dice Masters: Green Arrow & The Flash Out Now. Here’s the Set List!

dc-comics-dice-masters-green-arrow-and-the-flash-2The latest Dice Masters set from WizKids has come to shelves. DC Comics Dice Masters: Green Arrow and The Flash is available now and focuses on the world of the two characters (with a few surprises).

Showcasing Jay Garrick, Barry Allen, Green Arrow, Felicity Smoak, and a host of other heroes never before seen in Dice Masters, this is a cannot-miss set! If you prefer the villainous characters, Gorilla Grodd, Merlyn, Clayface, and Giganta won’t disappoint you! For more information about future releases like this one, maybe you could even consult Rip Hunter’s Chalkboard!

Plus, this is the first set to feature foil cards of every character!

Saying this is a “cannot-miss set” isn’t an understatement as there are numerous cards that will absolutely make it into tournament play and have a chance of shaking of the meta scene. I’ll have my full thoughts on the set in the coming week.

For now, here’s a list of the full set card names and rarity.

DC Dice Masters: Green Arrow and The Flash Review: The Atom, Static, Wonder Girl

In September, the latest DC Dice Masters set, DC Dice Masters: Green Arrow and The Flash will be released. Wizkids hooked us up with ten booster packs and after an unboxing video, I’m now going over groupings of the cards to discuss their playability and how they stack up to previous versions of the characters.

Up next, the common The Atom, Static, and Wonder Girl!

DC Dice Masters The Flash Green Arrow Atom Static Wonder Girl

The Atom: Matter Compression (uncommon)

Team: Titans

Purchase: 4 FIST

Die – Fist / Fist & Fist / Fist & Fist

Level: 0 1 1 / 1 4 4 / 1 5 5

Character Previous Set: War of Light and Justice League

While The Atom is active, whenever you could use a Global Ability you may spin down one of your The Atom dice to level 1 to draw 2 dice, put one into your Used Pile and the other into your Prep Area.

Thoughts: I love this card and die. It uses a mechanic we’ve seen in previous version of the character, spinning the die down. It’s relatively cheap to purchase and cheap to field. The ability to spin it down and draw dice? Hells yes. This game is about getting dice and anything to help with that helps. Find ways to spin the die up during turns and you’ve got a cool way to move through your bag.

 

Static: Taser Punch (rare)

Team: Titans

Purchase: 4 BOLT

Die – Bolt / Bolt and Bolt / Bolt and Bolt

Level: 0 2 1 / 0 3 2 / 1 4 3

Character Previous Set: None

While Static is active, whenever your opponent rolls 2 or more dice at once, KO target Sidekick unless your opponent takes 1 damage.

Thoughts: It’s Static’s debut in Dice Masters! The card’s ability is an interesting one. It can help clear out Sidekicks which may be helpful, but since it’s a KO, you’re giving them a die to use the next turn. For me, the fielding is the best part of the card, a 0 cost 3A/2D is a solid cheap character in the field.

 

Wonder Girl: Are’s Champion (uncommon)

Team: Titans

Purchase: 3 FIST

Die – Fist / Fist and Fist / Fist and Fist

Level: 0 2 2 / 1 3 2 / 1 3 3

Character Previous Set: War of Light

If you have an active Titan character, Wonder Girl costs 1 to purchase. You may only purchase 1 Wonder Girl die this way each turn.

Thoughts: Cheap to purchase, cheap to field? This card is a solid one for Titan teams allowing you to get her out quickly and get a die out to absorb some damage or do an attack. I’m digging the card and if you use this version or a previous set version will be determined by the rest of your team.

 

Final thoughts: Three solid additions to Titan teams. These three are so interesting, I really want to see what their other versions are like. Each is useful in their own way and each adds to the Titans which need to be expanded as a team option.

DC Dice Masters: Green Arrow and The Flash Review: Barry Allen, Firestorm, and Superman

In September, the latest DC Dice Masters set, DC Dice Masters: Green Arrow and The Flash will be released. Wizkids hooked us up with ten booster packs and after an unboxing video, I’m now going over groupings of the cards to discuss their playability and how they stack up to previous versions of the characters.

Up next, the common Barry Allen, Firestorm, and Superman!

DC Dice Masters The Flash Green Arrow Barry Allen Firestorm Superman

Barry Allen: Super-Sonic Punch (common)

Team: Justice League

Purchase: 5 BOLT FIST

Die – Generic / Bolt & Fist / Bolt & Fist

Level: 1 3 3 / 1 4 4 / 2 7 4

Character Previous Set: None (though The Flash has appeared in both DC Dice Masters: Justice League and DC Dice Masters War of Light)

Synergy -While Barry Allen is active, you may pay BOLT FIST to give Barry Allen character die +2A and +4D (until end of turn). (Synergy abilities can be used while the character is active, any time you could use a Global Ability).

Thoughts: Wow is The Flash expensive in sets. The character at a cost of 5 where you must use a BOLT and FIST to purchase make this not the easiest card to purchase. What I do like about the card is that it really reflects the speed of the character with his ability to act quickly and up his attack and defense. Compared to other Flash dice, the cost is similar and potentially getting a 9A/8D character is solid. Still, when it comes to speedsters, I’d rather get the Justice League versions that can be unblockable and are 1 less to purchase. Still, since this is named The Flash, use both!

 

Firestorm: Host of the Matrix (common)

Team: Justice League

Purchase: 4 BOLT

Die – Bolt / Bolt and Bolt / Bolt and Bolt

Level: 1 3 5 / 1 4 6 / 2 5 6

Character Previous Set: DC Dice Masters: Justice League, DC Dice Masters: Justice League OP

When Firestorm attacks, deal 1 damage to target character die for each character die in your Field Zone.

Thoughts: We’ve seen Firestorm before and compared to it, this is one of the better versions of the card. The die characteristics are exactly the same, so all that differs is its ability.The ability to deal a high amount of damage in an attack will make this a key character to potentially wipe out tough characters. I myself tend to play a style with a lot of characters attacking, so this will be one I’ll be looking at when putting together a team, especially a Justice League one.

The chance to deal a high amount of damage in an attack will make this a key character to potentially wipe out tough characters and is one way to handle that potential issue. While on its own it’s ok, I can see it being a nice back up character used in certain situations. I myself tend to play a style with a lot of characters attacking, so this will be one I’ll be looking at when putting together a team, especially a Justice League one.

 

Superman: Man of Tomorrow (common)

Team: Justice League

Purchase: 6 SHIELD

Die – Shield / Shield and Shield / Shield and Shield

Level: 1 4 6 / 2 6 7 / 2 7 8

Character Previous Set: DC Dice Masters: Justice League, DC Dice Masters: Justice League OP, and DC Dice Masters World’s Finest

Superman gets +1A and +1D for each of your active Justice League characters.

Thoughts: This character die is similar cost to previous versions and the stats are the same as the World’s Finest version. The ability is really interesting, first because I think it’d give itself +1A and +1D, so it’d start off stronger than the WF version and slightly better than the JL version. Running just a Justice League team, I can see Superman becoming a beast to deal with easily getting in the double digests for attack and defense. Throw in Overcrush and you can easily see where this one’s going.

 

Final thoughts: Three interesting possible additions to Justice League teams (and teams in general). All three could be fun playing in casual and I can see some teams being put together for competitive, though the high initial purchase costs will get people to hold off of that. Still, if this set shakes up the meta like I think it will, expect to see all three of these cards of the table. Now, I’m off to go make a Justice League team.

DC Dice Masters: Green Arrow and The Flash Review: Cosmic Treadmill and S.T.A.R. Labs

In September, the latest DC Dice Masters set, DC Dice Masters: Green Arrow and The Flash will be released. Wizkids hooked us up with ten booster packs and after an unboxing video, I’m now going over groupings of the cards to discuss their playability and how they stack up to previous versions of the characters.

Up next, the common Cosmic Treadmill and rare S.T.A.R. Labs

DC Dice Masters The Flash Green Arrow Cosmic Treadmill Star Labs

Cosmic Treadmill: Antique Shop Discovery (common)

Team: None

Purchase: 4 FIST MASK

Die – Generic / Fist & Mask / Fist & Mask

Level: Treadmill/Treadmill*/Treadmill**

Character Previous Set: None

Reroll up to 2 target dice in your Reserve Pool. For each FIST or MASK rolled, deal 1 damage to target opponent.

Thoughts: On its own, this is an interesting card that I’m still going back and forth about. Doing damage is a good thing, but you’re also rerolling dice, so who knows how well it’d do. Where I can see this being a key is on teams focused on just FIST and MASK energy.

This one really is up in the air as to its usefulness until we see what the rest of the set is like, especially dual energy cards.

 

S.T.A.R. Labs: Science and Technology (rare)

Team: None

Purchase: 2 BOLT SHIELD

Die – Generic / Bolt and Shield / Bolt and Shield

Level: Test Tube/Test Tube*/Test Tube**

Character Previous Set: None

All your BOLT character dice gain Fast. All your SHIELD character dice get +2D (until end of turn)

*/** Instead, all your BOLT and SHIELD character dice get +2D and gain Fast (until end of turn). (Character dice with Fast deal combat damage before non-Fast characters.)

Global: Pay BOLT SHIELD. Move a Sidekick die from your Used Pile to your Prep Area and field another Sidekick die from your Used Pile.

Thoughts: The ability for the card is good for those using BOLT SHIELD teams and may be a must. What’s interesting to me isn’t the die itself, but the Global which is similar to Prof X in Marvel Dice Masters: Uncanny X-Men. That Global is pay a MASK and move 2 Sidekick dice to the prep area from the Used Pile.

This moves one from the Used Pile to Prep and the other is fielded from Used. While it’s a bit more costly, it also may limit its use by your opponents. Pay a bit more, get a similar ability that works well for BOLT SHIELD teams.

Expect to see some builds featuring this instead of Prof X.

 

Final thoughts: These are two interesting cards that I can see both getting play. How much will largely hinge on what’s in the rest of the set due to their each focusing on just two energy types. We’ll have to come back for a second look once the full set is out.

DC Dice Masters: Green Arrow and The Flash Review: Deathstroke Guerilla Warfare and Lt. Colonel

In September, the latest DC Dice Masters set, DC Dice Masters: Green Arrow and The Flash will be released. Wizkids hooked us up with ten booster packs and after an unboxing video, I’m now going over groupings of the cards to discuss their playability and how they stack up to previous versions of the characters.

Next up is Deathstroke (common and rare). I received the two cards out of the ten booster packs.

DC Dice Masters The Flash Green Arrow Deathstroke

Cost – 6 Fist/Shield and 5 Fist/Shield

Affiliation: Villain

Die – Generic/Fist & Shield/Fist & Shield

1 4 4 / 2 5 5 / 3 7 7

Character Previous Set: DC Dice Masters Justice League

First thoughts: Expensive! With a 6 with fist and shield die to purchase the common and 5 with first and shield for the rare and a total of 6 total cost to field the three levels, this is an expensive die. Much more expensive than the previous version which were 4 or 5 to purchase and 5 total cost to field the three levels.

Deathstroke: Guerilla Warfare (Common)

While Deathstroke is active, when you field a FIST or SHIELD character die, Deathstroke gets a +1A and +1D (+2A and +2D if the character is a FIST and SHIELD) (until end of turn).

Thoughts: For a common the card is expensive for what you get. Yes the stats are high, but I just don’t see this one making the field a lot. I’m reading that ability as a 1 time thing, not for each die fielded since it uses the word die and not dice. If that’s not the case, this gets more useful.

Compared to the previous common with Regenerate, I’d probably take that one over this one.

 

Deathstroke: Lt. Colonel (Rare)

Synergy – While Deathstroke is active, during your turn, whenever you could use a Global Ability, you may pay FIST SHIELD to search your bag for an action die and roll it. (The rolled die goes to your Reserve Pool.) (Synergy abilities can be used while the character is active, any time you could use a Global Ability).

Thoughts: Yes please!? Holy crap is this card good. A 5 FIST SHIELD to purchase, this is a card I’m going for early in the game. To be able to seek out an action die is potentially a game changer with an impact on turn four. Big Entrance, purchase this next turn, draw this third turn, buy the action die fourth turn. With some action dice being able to swing games, this is a big ability that should mix things up and has me thinking through what action dice I’m bringing.

 

Final thoughts: The common is a bit blah, but that rare I expect to regularly find in builds. It potentially has a big impact if the dice roll right. Now, to find out what the uncommon is…

DC Dice Masters: Green Arrow and The Flash Review: Green Arrow Robin Hood and Ollie

In September, the latest DC Dice Masters set, DC Dice Masters: Green Arrow and The Flash will be released. Wizkids hooked us up with ten booster packs and after an unboxing video, I’m now going over groupings of the cards to discuss their playability and how they stack up to previous versions of the characters.

Up first Green Arrow (common and uncommon). I received three Green Arrows out of the ten booster packs, of which of the three cards, two were foil.

DC Dice Masters The Flash Green Arrow Green Arrow

Cost – 5 Mask/Shield

Team Arrow

Die – Generic/Mask & Shield/Mask & Shield

1 5 1 / 1 6 2 / 2 7 3

Character Previous Set: DC Dice Masters Justice League

First thoughts: All three of the cards have the new Team Arrow marking. This is new to the set, so if you plan on running this team, you’ll be looking at those to use as opposed to previous incarnations of Green Arrow.

Compared to the previous version these two cards are a bit more to purchase, but their fielding cost is the the same. For that increase in purchase price, besides the card text, the stats of the die are a bit better with level 1 and level 2 have 1 more strength and level 3 having 2 more strength.

 

Green Arrow: Robin Hood (Common)

Synergy – While Green Arrow is active, when an opposing action die targets one of your character dice, you may pay MASK SHIELD to choose a new target. (Synergy abilities can be used while the character is active, any time you could use a Global Ability.)

Thoughts: For a common, Synergy could come in really handy. Basic Action die which could wipe out characters instead could be redirected and I could see this being really handy when hit by Delayed Blast Fireball for instance. Where I can really see this being used is to redirect damage to trigger abilities set off by damage greating a potentially solid combo.

The big question is, will you be facing opposing action dice that target one of yours? If so, this could be a helpful counter.

 

Green Arrow: Ollie (Uncommon)

While Green Arrow is active, when you field a Mask or Shield character die, Green Arrow gets +2D (if a character dies is MASK and SHIELD he gets +4D instead) (until end of turn).

Thoughts: This is a pretty common ability for cards, field x gain y for your attack or defense. It’s a big defensive gain for a character with really low defense. And without knowing how many dual MASK SHIELD characters there are in the set, it’s hard to say how often you’ll be getting +4D. Compared to the Uncommon in the Justice League set which allows you to spin an opposing character down 1 when fielded, this 6 to purchase die is hard to get too excited about. Still, it’s interesting and while I doubt we’ll see a lot of it, the complete verdict is out as to how useful this will be.

 

Final thoughts: I like Green Arrow from DC Dice Masters: Justice League, and while this die has the Team Arrow affiliation it doesn’t stack up to whats already been released. The common could find some decent game play depending what the meta is like, but while these two are handy, previous versions for me have much more use.

Unboxing: DC Dice Masters: Green Arrow and The Flash

The next release for WizkidsDice Masters is a set based on DC ComicsGreen Arrow and The Flash.

DC Dice Masters Green Arrow and The Flash features characters you’ll find in those comics and teleivsion shows as well as other popular characters. New teams include Team Arrow, Suicide Squad, and White Lanterns and there’s new characters to help flesh out your Legion of Doom and Titans teams.

Also included in this set is foil cards!

We crack open 10 booster packs to show off what’s inside and you can expect.

Wizkids provided Graphic Policy with FREE product for review.

A First Look at the Green Arrow and the Flash Dice Masters Box

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.

DC Dice Masters Green Arrow The Flash 1 DC Dice Masters Green Arrow The Flash 2

(via The Reserve Pool)