• Civil War Character Preview: Venom


    Venom.
    Peter Parker, Eddie Brock, Mac Gargan, Flash Thompson and many others have learned what it is to don the symbiote suit and become a personified version of the host and the costume. We first met the symbiote as a replacement costume for Spider-Man during the Secret Wars in Amazing Spider-Man #252 and full-fledged Venom first reared his head in Amazing Spider-Man #300 in 1988.

    As a child, Spider-Man was my favorite comic book to read and when Venom splashed onto the scene, he instantly became my favorite. The late 80’s/early 90’s brought into focus the anti-hero character, where bad boys that tried to do the right thing but still left a trail of destruction reigned in the comic book world. And as a pre-teen/teenage boy, this was the character I obsessed with. He was terror and cool all wrapped in one. And depending on the person that this symbiote clung to, the character Venom would be markedly different. With Eddie Brock, he obsessed over Spider-Man and ways to destroy him the way they had been destroyed-but with Mac Gargan he developed a more bloodthirsty killer demeanor.

    Today, thanks to our friends over at WizKids I want to give you a character study at the newest version of Venom to grace the cards and dice of our favorite game, Dice Masters in the newest release Civil War scheduled to hit your local stores 5-11-16. This Venom is a dual-affiliated character, sharing both the Villains and Thunderbolts team symbols. He comes in as a common, uncommon and super rare version this set. The art on the card shows him trashing an Iron Man helmet (which honestly I would love to see #teamcap Venom) and glaring menacingly across the bow. Venom comes in with the following stats: character with A/D values of 3/3, 4/4, 5/5 and a TFC of 2 at 0/1/1 respectively.


    Common Venom: Spidery


    The 4 cost mask Spidery has the following text: “When Venom is active, opposing sidekick character dice cost 1 more energy to field.” What a great way to slow the sidekick walls from happening, especially with meta teams like Gobby, Bard and other flying sidekick variations. This doesn't prevent sidekicks from hitting the field, but it makes it more difficult to do so when you attach a constant cost to it. Solid piece even in draft where thinning out your bag with fielded sidekicks becomes a strategy.

    The other strong aspect of Venom here is his ability to slow down the other variety of sidekicks in the game: Allies. An Ally like Mary Jane, Aunt May, Alfred and Lois Lane all suffer to constant fielding cost increases and can be a cost your opponent cannot pay. Venom thematically makes it tough for these sidekicks to be in the scene aiding the superheros-forcing them off on the sidelines too scared to possibly come into the foray.



    Uncommon Venom: Symbiotic Organism


    The 5 cost uncommon has the following similar text as the common “When Venom is active, opposing sidekick character dice cost 1 more energy to field.” But he also comes with a little more text: “While Venom is active, when you field a sidekick, deal one damage to target opponent.” So for the low, low cost of one more energy, you get a character that does one more effective thing. Now not only have you energy punished your opponent but you are also effectively dealing damage directly to your opponent for every sidekick you field. Want to play a variation of a flying sidekick team? This guy and Human Torch will allow you to deal 2 damage to an opponent and 1 damage to a character for every sidekick you field. That is a lot of damage from one sidekick hitting the board. Symbiotic Organism reminds me of the common Elf Thief in that it punishes your opponent while at the same time benefiting you. This guy has a place on a flying sidekicks team and will probably do well in draft as well.




    Super Rare: Abandoned the Stinger



    Now on to the big man himself, the Super Rare version of Venom-Abandoned the Stinger. This card reads: “While Venom is active you may pay to give your sidekicks +1A or +1D until end of turn.” Once again, Venom is messing around with sidekicks, but instead of a two-sided effect we have a while active effect that only benefits you and your army of sidekicks. SR Venom allows you to buff your sidekicks on whichever end you deem necessary for the situation. Do you need to keep your guys on the field? +1D it is. What if you are swinging in for a win with a host of unblockable sidekicks and other boosting shenanigans? +1A it is. Venom becomes a versatile tailor to fit your current situational need for the sidekicks you are using. Another buff into already strong sidekicks thanks to Bards or other bonus cards? Check. A way to keep a blocker or two alive to be ready to swing next turn? Check. This card provides you a 5 cost mask character that now has a legitimate place to spend all those extra masks that isn’t Professor X and instead helps you win.



    There you go friends-a look at the Venom character choices for the upcoming Civil War set brought to you by our friends at WizKids. Which is your favorite? Which do you see being played more in your local scenes or team builds? Let us know in the comments below!
    Comments 14 Comments
    1. Randy's Avatar
      Randy -
      Well... time to proxy that SR Venom and see how it does on my Mask/Ring team...
    1. Shapeshifter's Avatar
      Shapeshifter -
      Cool i like ths venom.

      I'm not sure this increases the cost to field allys, as they are not considered sidekicks in the reserve pool. However I'm very excited to use Allys with the Uncommon, as the check for them being sidekicks is done so after they are in the field zone (from save civilian ruling).
    1. Rhyno's Avatar
      Rhyno -
      I think the save the civilians rulling (http://win.wizkids.com/bb/viewtopic....5498b3aa8c9a12), would be what makes it so that he increases the cost of fielding ally characters. But I'm typically wrong in things Dicemasters, so who knows.
    1. grundalow's Avatar
      grundalow -
      Any limitations on that SR ability - multiple times per turn?
    1. DigitalFirefly's Avatar
      DigitalFirefly -
      They couldn't find some better Venom art? DC has their crappy Flash cards, and Marvel has their crappy Venom art (Zombie Venom not included).
    1. IsaacBV's Avatar
      IsaacBV -
      Quote Originally Posted by grundalow View Post
      Any limitations on that SR ability - multiple times per turn?
      I would imagine not, it doesn't specifically limit the amount of times per turn you can use it.
    1. CobraCommander's Avatar
      CobraCommander -
      Quote Originally Posted by IsaacBV View Post
      I would imagine not, it doesn't specifically limit the amount of times per turn you can use it.
      I think this is one of those "if" abilities. I had the question about Manta David where he deals a damage if hes damaged and not Kod during the attack step. In this similar instance I believe you would "check" to see if it happened. So you pay a mask and they get the buff. You can pay it again all you want but it's already "checked" to have happened. At least that's the jist I got when I was asking if you could ping manta during the attack step multiple times to deal the damage. TRP has a nice thread on manta too.
    1. CobraCommander's Avatar
      CobraCommander -
      I like the C/UC venom. It's a durect answer to gobby IMO. Even if you ring to get a SK you still have to pay 1 ti field it. Pretty cool.
    1. alleyviper's Avatar
      alleyviper -
      There's nothing in SR Venom's wording to imply it's restricted to once per turn. Compare to Iceman - Robert Louis Drake, which can be used multiple times, and Iceman - Too Cool For Words, which explicitly has once per turn in the text.
    1. RonBurgandylive's Avatar
      RonBurgandylive -
      I would argue that the SR's ability works as a multiple times per turn ability. I would also argue that it seems that it is an ability similar to other cards that include the phrase, "this ability can be used whenever a global may be used" similar to OP Kitty Pryde and Loki-Loki Laufeyson. I know it doesn't explicitly say that, but that's the general understanding I get from it. It's also nice that they have finally hit a Marvel C/UC/SR character that seems balanced and has potential on the meta. I've been feeling that since UXM, they have made the Marvel sets a bit on the weaker side overall as compared to the other sets.
    1. bahamut7's Avatar
      bahamut7 -
      Quote Originally Posted by Rhyno View Post
      I think the save the civilians rulling (http://win.wizkids.com/bb/viewtopic....5498b3aa8c9a12), would be what makes it so that he increases the cost of fielding ally characters. But I'm typically wrong in things Dicemasters, so who knows.
      I don't think it would apply as the fielding cost would happen before they become sidekicks. Though wizkids could clarify that the additional cost would apply. Never know, if it does, sweeeeettt.
    1. StrangeBrew's Avatar
      StrangeBrew -
      Great article. Personally, I like the card art but am less thrilled by the dice design. I think Venom (including Zombie Venom and Agent Venom) has had good playable versions across all releases, and this is no exception. I'm really interested in seeing how the whole Thunderbolts affiliation will play. Respectfully, unless you have a ruling notice you didn't cite (I'm a more casual player on a budget, I miss notices unless they're posted prominently at TRP), I agree with some other comments here and think that the Allies "count as Sidekicks in the field" would mean they aren't subject to the fielding cost "tax". If I'm incorrect, not only is the "tax" even more powerful than I would have thought, but Uncommon Venom and his flying Ally army are a game winner right there. Wow.
    1. Necromanticer's Avatar
      Necromanticer -
      Quote Originally Posted by Rhyno View Post
      I think the save the civilians rulling (http://win.wizkids.com/bb/viewtopic....5498b3aa8c9a12), would be what makes it so that he increases the cost of fielding ally characters. But I'm typically wrong in things Dicemasters, so who knows.
      There should be no interaction with Ally characters because of the timing. You pay the fielding cost in order to field the character, at which point it is not yet a sidekick and so won't have an additional price attached to fielding it. However, the check for what you fielded happens when the die is in the field at which point the Ally is now a sidekick and will trigger Save Civilians.
    1. RastaBot808's Avatar
      RastaBot808 -
      Tell me if im missing something, but I think the Shannon Carter SR is a better SK pump than the Venom SR. Shannon Carter is a 6 drop but she gives sidekicks +2/+2 while shes active, with no need to pay energy for the pump up.