• Green Arrow & The Flash Full Set Review



    It's that time again! As we've done with previous sets, we broke down the characters, shared the load, and highlight the best of the cycle for each character. Other versions of the character get mentioned as well, and you'll see the comments of other TRPers below some of the reviews. Where multiple versions of a character are strong, we give props to both.

    There are no numbers; numbers are arbitrary and it's too early to tell. They usually change. How many people had Rare Solomon Grundy as a game-shaping piece when Justice League came out? Not many. Now is the time to look at potential and have some fun while doing it.

    Be warned! It's a bit list-y. There are a lot of characters here! It'll help you to ctrl+f if you're looking for a specific character. If you want to reference specific cards, we recommend dm.retrobux.eu by TRP user Nutki or our own Wiki on the top menu, but we also quote the card text from our favorites. Otherewise, have fun reading our thoughts on this superb set!

    Bear in mind that we are reviewing this primarily from an unlimited perspective. However, we certainly reference draft within this review at times too.

    We hope you enjoy!

    [top]Bolts & White Lantern Sinestro - Dave


    Captain Cold
    Best of the Bunch: “Rogue Leader”/”Icy Revenge” (tie- C/R)

    While Captain Cold is active, when you use an action die, target opposing Sidekick can't attack or block this turn.
    (The above is Rogue Leader’s text)

    All Captain Colds are triggered by an action die; it’s REALLY close as to which of the two is better between the rare and the common. On the one hand, Rogue Leader costs just a little less and impacting a sidekick is probably good enough. On the other, being able to impact any level one character instead of just a sidekick is really good. That said, since even continuous dice are “used” when they’re placed in the field, none of them are going to be able to stop anything from attacking on your opponent’s turn. Go with the common since it's cheaper.

    Deadshot

    Best of the Bunch: Villains United (Common)

    Once per turn, when fielded, choose villain or Suicide Squad. All dice of that affiliation cost 1 less to purchase (until end of turn).
    This is the only one that is likely to have any use outside of the set, at least until we get more characters with the Suicide Squad affiliation. The uncommon requires another villain and can only impact a level one die, and the rare can only play if you’re using a lot of the S.S. characters. We don’t have that many right now.

    Firestorm
    Best of the Bunch: “Elemental Fury” (Rare)

    When Firestorm attacks, deal 1 damage to your opponent for each different energy type of character die in your Field Zone.
    This card is super good. At worst, it gives you the same benefit as the common Cheetah from the Justice League set. At best, it’s giving you four damage, right to your opponent’s face. It’s not that hard to get out representatives of multiple energy types - especially with crossover! Imagine putting this out with a White Lantern - which is all energy types. While this may be ruled differently at some point, nothing on the card can be reasonably taken to indicate that they must be separate characters. This is going to be a fun one and at five energy and a Justice League affiliation, it is a reasonable purchase, especially with discount globals and character abilities that we already have.

    Also shout-out to the common, which (with enough characters out) is targeted removal upon attack.

    Isaac -The rare is solid, but that UC is such a beast. Match each energy type and all of sudden you have a rather large beatstick. His common is great also. Firestorm definitely offers a card that is multi-level threat.

    OddballNarwhal - It’s almost as if they weren’t happy only giving him one great version, as they did in Justice League. Now, they’ve gone and given him three. The Uncommon is amazing if you can purchase a White Lantern and field it, and the Common can do some really good work on teams with plenty of small characters.

    Huntress
    Best of the Bunch: “Brutal Justice” (Uncommon)

    When fielded, you may reroll any of your Sidekick dice in the Field Zone or Reserve Pool.
    This gives a light version of the Parallax global ability, but it is only available to you. This can be very useful on a number of teams, especially when players are worried about bringing Parallax and making it available to their opponent. The rare requires too much variance to be useful, and the common’s spin-up ability just doesn’t grab me in an unlimited format - though I’d strongly consider it as a 2nd or 3rd pick in draft.

    OddballNarwhal - I would like to echo Dave’s assessment of the Common in draft. She is a fantastic character that can get strong quickly.

    Merlyn
    Best of the Bunch: “League of Assassins” (Rare)

    Merlyn can only be blocked by Crossover character dice.
    Global: Pay 0. Once per turn on your turn, spin one of your Sidekick character dice to the face.
    I like things that have blocking restrictions; generally, you can do fun things with them. This is one of those occasions. In many games, Merlyn’s rare might as well be completely unblockable. Even if there is a crossover die on the other side, get it KO’d and you’re taken care of. His stats top out at just five attack, but I think there’s potential here, at least until we get more crossover characters.

    Shadowmeld - I'd like to point out, that in many instances, this new set of SK fixing globals are just too limited to bring alongside other ramp. With merlin here, he brings a high attack value unblockable, in addition to the global. Just might be the right combination of offense and utility to make it to unlimited.

    Power Ring
    Best of the Bunch: “Curse of Volthoom” (Uncommon)

    When fielded, if your opponent has no active villain character dice, Power Ring deals them 1 damage.
    While JT has convinced me on the common for draft purposes, as far as unlimited goes, Power Ring was the most difficult one for me to judge. They’re all somewhat lacking abilities, and the die itself is a little pricey to field for the stats that you’re getting. The plus-to-attack abilities that the common and the rare carry are fine, but don’t do much to help change the board state. This one doesn’t either, but it at least has the potential to directly impact life total.

    Static
    Best of the Bunch: “Virgil Hawkins” (Common)

    While Static is active, whenever your opponent rolls 2 or more dice at once, deal 1 damage to target character die.
    I see Static as the answer to a lot of Parallax fueled teams as well as sidekick fueled teams. Every version relies on your opponent doing something they’ll do at least once a turn - rolling dice. The question is, then, which one of his three cards allows you to abuse this the most? I have to go with the common. The rare is nice, but one damage will KO a sidekick anyway and this one isn’t preventable based on the card ability - the Golems could stop it though. You can also use this one even if there is no sidekick in the field. Since the removal takes place after the draw, anything that you KO with this is stuck in the prep area until after your next turn. Great ability.

    Isaac - Agreed, this is a great answer to Parallax, Ring teams and just to be able to start pinging characters off their board. Can also be used to do some forced damage to your own characters if anything would benefit from that there…

    Weather Wizard
    Best of the Bunch: “Dark Clouds” (Common)

    When fielded, deal 2 damage to target non-Crossover character die.
    While rare Weather Wizard has a similar ability to the rare Merlyn that I already like, it has a lower attack stat, and that’s a little less attractive. It’s not bad! Just not as good. In this case, two damage upon fielding from the common is enough to KO some smaller blockers, giving you the opportunity to swing through that turn.


    White Lantern Sinestro: Destiny Awaits

    You may not use ? energy to purchase this die, this text may not be ignored.
    While Sinestro is active, when your opponent rolls energy faces with multiple energy, they must immediately spin those dice down to single energy faces if possible.
    What a control piece this is! I think that people will mess with this one for sure. He isn’t the easiest buy in the world - but then, none of the White Lanterns are - but he certainly makes things more difficult, especially if globals are more expensive from a card like Oracle. This can impact your opponent’s ability to purchase, to ramp, and do any number of things. An early game buy of this die can throw a wrench in the works of any opponent.

    Isaac - Wow, so good. I love it. Such a mean character and when paired with Oracle makes playing globals a bad time for your opponent.

    Paul - This is especially mean in-set, with Crossover characters. Spin them down from their type energy faces to their 1-generic faces!

    [top]Shields & White Lantern Wonder Woman - Isaac


    Amanda Waller
    Best of the bunch: White Queen (Common)

    When Amanda Waller attacks, she gets +1A for each of your attacking character dice.
    Overall Amanda isn’t a card I plan to reach for in any of her rarities for unlimited or draft play-her tie in with the Suicide Squad affiliation for a new affiliation as it stands is not very deep. Maybe that will change in the future. The best of the bunch then would be the UC to give an attack boost over the C defense boost. The rare doesn’t provide much better options either.

    Dave - At present, the rare looks like it could trigger off of any SS purchase or other means of putting SS in the used pile, which has potential. Still, you need a reasonable amount of characters with that affiliation so, no dice.

    Cyborg
    Best of the bunch: Technis Imperative (Rare)

    Cyborg character dice may block an extra character die. Cyborg takes no more than 2 damage from each non-Crossover character dice he blocks.

    Global: Pay Zero energy. Once per turn on your turn, spin one of your Sidekick character dice to the face.
    Welcome to the Teen Titans Cyborg! The Teen Titans affiliation gains another character, and this one is a solid player. The 5 cost rare offers a double blocking die which is great for swinging aggro teams trying to beat you down with minimal blockers. But the best part of that is unless it is a Crossover die those pumped up characters (Bard’s friends) is only going to hit for 2 damage. So level 2 and 3 dice can block two big old monsters and still stand tall.

    Bonus? Yes there is. One of the 4 energy fixing globals that is truly just an energy fix. You don’t spend anything and once per turn you can make a SK the shield you need. Solid for teams looking for ways to get shields in their reserve.

    Dave - I could say this for any energy-fixing global, but I’ll say it for this one - You get the bank sure-fire energy for later. Plan out your turn and field that sidekick if it comes up. You can just make it a bolt, shield, or whatever else later.

    Diggle
    Best of the bunch: Problem Solver (Uncommon)

    While Diggle is active you may spend as
    Diggle is a Team Arrow affiliated character who brings a few little fun abilities with purchase price, while active and while blocking. But of his 3 rarities I think I like this one the most to be able to spend shields as wild energy gives you some flexibility in what you save and use and how you can use it. Not one I would reach for in unlimited high tiered play but it is definitely a playable card and one that may get a bit of time in draft.

    Dave - We do love efficiency in Dice Masters, and making shields as good as wilds is pretty interesting. It has potential to be exploited in some way, but I agree, not likely to see high-tier play in unlimited. Prove me wrong?


    Doctor Light
    Best of the bunch: Blinding Bright (Uncommon)

    While Doctor Light is active, opposing Sidekicks cannot block.
    This was kind of a tough call. All three of her cards are great and offer some fun, amazing abilities in draft or unlimited play. Her UC here shines because of her ability. Short and simple, but so many ways to make that a challenge for your opponent. You cannot rely on chump blocking here, and the wall you go to put together during draft to stop my guys will only be decoration as your SKs are rendered useless here. I love this card and can absolutely see it getting some competitive play. It is a card that will only be more desired as people see her potential.

    Worth the honorable mention here is the Rare who while active renders the opposite and makes it so SKs have combat damage to deal. In a world or beefed up SKs, stopping all of them from dealing any damage can really swing the game away from a big fast rush team. And she’s only a 3 cost putting her in a T1 RHCG buy and prep ability.

    Dave - Doctor Light is bonkers. So good. The question between the UC and the Rare is - do you want protection or do you want to avoid blockers? Both have valid points, though the edge does have to go to the UC since it helps you win instead of helping you not lose


    Felicity Smoak
    Best of the bunch: Manipulating Technology (Rare)

    While Felicity Smoak is active, you may reroll one extra time during your Roll and Reroll Step.
    The rare Smoak here is the way to go. She offers something we have seen from only a few other characters, but at the cheapest character cost to date. She offers you one more roll during your roll and reroll step. If you are trying to flip a certain face up for a character or action die she may be what you need to get there.

    Smoak in general is going to be a solid card to use in draft not only from her benefit but also because she comes in with a TFC of 0. That is a low cost die with a no cost TFC-that is a win in my book.

    Dave - We’ve seen this ability before, but never so cheap. Surprised she isn’t an “ally,” especially with those stats, but I don’t care. I’m a big Felicity fan.

    Martian Manhunter
    Best of the Bunch: In Disguise (Rare)

    Intimidate
    Martian Manhunter can only use Intimidate on villain character dice, when he does, deal X damage to target opponent where X is that villain character die's level.
    This Manhunter is a bit pricey as a 6 cost, but in a draft setting where Villains run rampant, he can be a way to remove one, deal some direct damage and then also swing in with his beefy body. He is a strong character stat-wise, so he can do some work.


    Superman
    Best of the Bunch: Up, Up and Away! (Rare)

    When you purchase this die, add it to your bag. While Superman is active, your action dice cost 2 less (to a minimum of 1).
    Superman continues to be an expensive character to purchase and field in the game. His rare probably edges out his common in draft and unlimited play-he goes right into your bag when purchased and has an always on reduction of 2 energy for all action dice from there. The common could work on a JL affiliated team especially if you have some form of overcrush to give him.

    White Lantern Wonder Woman: Life Endures

    You may not use ? energy to purchase this die, this text may not be ignored.
    Impulse - When you purchase Wonder Woman, you may KO target villain character die.
    So of all the White Lanterns, Wonder Woman is probably not my favorite. She has a solid stat line for a 4 cost and a TFC of 2 that are her biggest shining achievements. Her Impulse ability-which takes place as soon as you purchase her die-will KO one villain character die. Although that is a good ability, you will not be able to use this more than one since there is only one die on her card. Sure, you could KO her and get her to return to her card with Black Adam out, but it is way too much work for 1 KO. You are very unlikely to see this in any type of constructed play, and I wouldn’t be surprised if she gets drafted and not used on the team that picks her up.

    [top]Fists & White Lantern Deadman - OddballNarwhal


    Black Canary
    Best of the Bunch: Sonic Cry (Rare)

    Impulse - Target level 1 character die is unblockable (until end of turn). (Impulse abilities happen when you purchase the character die with Impulse.)
    Black Canary has a strong showing, especially for in-set play. While the Common has a good cost (3) to purchase a die with great stats, being able to spend one more for the Rare to make a level 1 character unblockable when you purchase her is probably worth it. Like anything with Impulse, it might not be worth returning the die to the card to do it all again… but if you are going to buy BC anyway… might as well get some mileage out of it for one additional generic energy.

    Isaac - I like this rare, it is definitely one I would try to pick up in draft.

    Dave - Unblockable? Count me in. I’ll also point out that the common is reasonable in a mid-late draft to get those inexpensive dice flowing.


    Giganta
    Best of the Bunch: Larger Than Life (Rare)

    At the beginning of your Clear and Draw Step, you may spin Giganta up 1 level. If you do, that character die gains Overcrush (until end of turn). (Character dice with Overcrush deal damage in excess of blocker's D to opponent.)
    Global: Pay 1. Spin target character die you control down 1 level.
    Giganta has a nice stat line, and can put the “SMARRSSH” on your opponent. The Uncommon and Rare carry a Global that lets you spin down one of your own character dice. Luckily, her abilities are all centered on spinning UP Giganta. The Rare, Larger Than Life, lets you do this to give her Overcrush. At worst, you are spending one energy to spin her down, then you get to put her back at Level 3 and hit with a strong Overcrushing attacker.

    Gorilla Grodd
    Best of the Bunch: Force of Mind (Uncommon)

    While Gorilla Grodd is active, all of your character dice gain Overcrush. While Gorilla Grodd is active, your other character dice get +1A. (Character dice with Overcrush deal damage in excess of blocker's D to opponent.)
    Ho ho, ha ha… whew. Man. The Big Banana is the best of the bunch here (get it?). The Rare GG has one of the four energy fixing Globals in the game (pay 0 to spin a Sidekick character to the side). The Uncommon, however, is the bee’s knees. He is a seven cost character that is a win condition. All of your characters (including him) gain Overcrush and all of your characters (excluding him) get +1 Attack. There are virtually zero scenarios where this would not be a good thing. Also, he might have the greatest die in the history of Dice Masters.

    Isaac -This card is soooooo good. Yes he is expensive, but if you can get there with him later in draft, it is a way to win. Solid expensive card worth the reach. Also not the worse TFC in the world for the cost. And #bananas.

    OddballNarwhal - Oh, you can get there in draft. #RelaxingBananas

    Dave - We always say it. Seven costs should say “...and then I win.” This one does.

    King Shark
    Best of the Bunch: “I’m a Shark!” (Rare)

    King Shark gets +2A, +2D, and Overcrush while you have at least one active Crossover character. (Character dice with Overcrush deal damage in excess of blocker's D to opponent.)
    Wow. The hits keep on coming! King Shark has a fantastic stat line for a six cost character. And, besides being potentially the best picture/subtitle combo in the game, “I’m a Shark!” has a scary good ability. He gets +2 A, +2D, and Overcrush if you have a Crossover character in the field. Pair that with the Uncommon version of King Shark’s favorite fast food (Barry Allen), and he gets another +1 Attack. I can see this guy getting thrown onto a team with Kobolds and Cone of Cold, so he can have some frozen Kobold-kabobs (and have plenty of energy to pump up after being blocked).

    Isaac - Overcrushing stompy dudes are the theme here-and King Shark is such a great addition to the mix. #IMASHARK!”

    Professor Zoom
    Best of the Bunch: Inescapable Fate (Uncommon)

    While Professor Zoom is attacking, your non-Sidekick character dice are unblockable. Your opponents may pay 1 Generic Energy to ignore this effect until the end of the turn.
    Professor Zoom is filling the slot that Flash normally takes up: a character with potential that is just too expensive to be taken seriously. The best version of him, though, is the Uncommon. When he attacks he makes your non-sidekick characters unblockable, unless your opponent pays 1 generic energy. It is certainly possible to catch someone napping, or drain their resources enough so that they cannot pay the energy.

    Isaac - I have seen this card win in draft by himself. Napping occurs, especially when your opponent goes to make a big purchase and gets wrapped into their own game. In unlimited, pair this with some scavenging Elf Thieves, and you got trouble coming.

    Roy Harper
    Best of the Bunch: Red Arrow (Uncommon)

    When fielded, you may pay X energy to spin up X target Team Arrow characters one level (including this one).
    In set, Red Arrow can be pretty ok. Make a Team Arrow team, then field Roy Boy, then pay X to start spinning up your dice. This set is very big on the spinning up and the spinning down. All three of his cards are kings of specialization, either helping Team Arrow or hurting Teen Titans.

    The Atom
    Best of the Bunch: Matter Compression (Uncommon)

    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.
    I like a bit of ramp, me. I like being able to do some “targeted” ramping. Common The Atom (heh) is pretty nice to deal some chip damage for removal. Rare The Atom is nice to do some level control to spin up something that you fielded/swapped in at level 1. The Uncommon, though, gives us the ability to draw two dice, send one to Used and the other to Prep. Not only does this let you pick which die you’d rather have next turn, it also sets up Polymorph. Speaking of Polymorph… couldn’t you then essentially use that Global to power a “Spin to Win” Prep/Discard fest? Why yes… yes you can.

    White Lantern Deadman: Defender of Life Itself

    You may not use ? energy to purchase this die, this text may not be ignored.
    While Deadman is active, when an opponent uses a Global Ability, Deadman deals them 1 damage.
    Okay, so hear me out here. I really like White Lantern Deadman (WLeadman? WLD?). I know he basically does Wasp’s ability, but that’s ok. In set, he can start hurting someone for going a little nutty with the Chalkboard or S.T.A.R. Labs Globals. On his Level 3 face, he gets a nice big defense to either stop a character completely, or soak up some of that Overcrush damage that, after reading some of the characters above, we know is coming. Also, his card is pretty. That counts for something!

    Isaac -Pretty card, yes. Wasp-y, yes. Useful, yes. But with that Crossover cost, he can be hard to get to.

    Dave - Sure, but if you want that ability and can benefit from Crossover (see: Firestorm), pretty interesting. Heck, how about any/all of these White Lanterns on a Lantern Ring team? Everything does damage.

    [top]Masks & White Lantern Batman - Paul


    Batgirl
    Best of the Bunch: Commish's Daughter (Common)

    While Batgirl is active, your opponent may not target your character dice with character abilities.
    All 3 versions of Batgirl in this set deal with protection from targeted abilities. The Common and Uncommon are the same cost, but have slightly different restrictions. The Common wins for protection all your characters from character abilities, while the Uncommon only protects your characters from Global Abilities. In the set, there are no Globals that target, so you're only protecting from BAC Globals like Magic Missile or Distraction. In Unlimited, take the Rare Raven which is strictly better by protecting from both, and in unlimited you'll probably want the SR Babs from World's Finest anyways. The Rare Batgirl only protects herself and is one cheaper.

    Isaac - In draft, this Batgirl will protect you from Firestorm and Static-may be worth picking up for those reasons because now your opponent has to target their own characters.

    Black Adam
    Best of the Bunch (Draft): No Mercy (Common)

    While Black Adam is active, when an attacking character die is KO'd, it goes to the Used Pile.
    Best of the Bunch (Unlimited): Ruler of Khandaq (Rare)

    While Black Adam is active, when a character die is KO'd, if it isn't a Sidekick die, return it to its card unless its owner takes 1 damage.
    Wow, is this guy going to be fun to play with! The thing to remember for all of his versions is that they apply equally to both players, so you have to be prepared for that. I think the Common will be the best for Draft, since you'll have a little more control over when you attack and you'll be restricting your opponent's choices. But in Unlimited, I can't wait to see some of the teams people come up with using the Rare. Chip damage to your opponent just to keep his characters? Being able to Un-Fabricate your Golems and use them again? Yes, please! The Uncommon gives all Villains Regenerate, which would score higher if it were only yours. Giving it to your opponent(s) as well, especially with the number of good Villains, isn't ideal (in my opinion).

    Isaac - That rare Black Adam-so good. He is going on a short list for me on cards and abilities to try to play around with in unlimited. Solid ability that can be paired with some other cards in play to make it go in your favor.


    Clayface
    Best of the Bunch (Draft): The Clayface of Tragedy (Uncommon)

    When fielded, target Crossover character die loses its abilities and Clayface gains them. (That die's card keeps its Global Abilities, Clayface doesn't gain their Global Abilities, and all other copies of that die keep their abilities.)
    Best of the Bunch (Draft): The Terror (Rare)

    When fielded, Clayface gains all of the abilities of target Crossover character (excluding Global Abilities).

    Global: Pay 0. Once per turn on your turn, spin one of your Sidekick character dice to the face.
    The Uncommon and the Rare have a very similar ability, but the Uncommon takes them away in addition to giving them to Clayface. In draft you're more likely to see Crossover characters on the other side of the table, while in Unlimited you'd probably want to be bringing your own. Plus in Unlimited you can more easily take advantage of the energy fixing Global, which is one of 4 found in this set (one for each energy type, all found exclusively on Rare cards). It's important to note that the Global refers to Sidekick character dice, not simply Sidekick dice, which means they must be rolled to their Pawn face in the Reserve Pool or the Field (note that an Ally in the Field of the appropriate energy type would qualify). These Globals will be very helpful to ensure you have the right energy to purchase Crossover characters, and can let you "bank" fielded Sidekicks to be later Global fuel that can't be stolen by Elf Thief.

    And can I take just a minute and say how clear the reminder text on this card is? No questions, this is exactly how it works. Seriously, thank you Wizkids!

    Katana
    Best of the Bunch: Bushi (Super-Rare)

    Impulse - When you purchase a Katana die, if you spent at least one , you may immediately field her at level 1 for free. (Impulse abilities happen when you purchase the character die with Impulse.)
    Buy directly to the field - how helpful is this? With the D&D Ring Global or some abilities in this set, it's not that hard to get a face, and this is almost a perfect answer to a super-rush team. You can get these out in the field as fast as Turn 1, and while the stats aren't significantly better than a Sidekick, sometimes that additional attacker or blocker is all you need. This will almost definitely show up in the meta, I think. In draft, where you aren't as likely to see the Super-Rare, the Uncommon is also amazing. At only 2-, they're easy to get and can be fielded super-quickly just by rolling s. My best interpretation is that for each set of 2 you roll, you may field 1 Katana die.

    Killer Frost
    Best of the Bunch: Coldsnap (Uncommon)

    When Killer Frost is KO'd by a non-Villain character die, add the non-Villain character die to its owner's bag.
    I really like this ability, she has moderately decent Defense stats so she likely won't be KO'd by a Sidekick. You're taking one of their (potentially better) characters and removing it from not only the Field but not giving them ramp with it. Yes, they may draw it again, but it's still one less die in Prep. And remember it doesn't specify combat damage - if the Common Dr. Light KOs Killer Frost then he would go back to the bag also. The Common and Rare are OK but a little too limited since it only applies to 5-cost or greater non-Villains.

    Ra's Al Ghul
    Best of the Bunch: League of Assassins (Rare)

    When fielded, KO target level 3 character die.
    All 3 versions seem to be slightly higly costed for their effects/stats. I think the Rare is the most useful, because a lot of limited KO effects only affect level 1 dice, and level 3 dice tend to have the better stats so they're harded to ping/damage away anyways. Fun note: the Uncommon "The Demon's Head" is the card designed by the 2015 World's winner, Dean (a.k.a. alleyviper)! Well, the name and subtitle and (part of) the ability are, anyways.

    Speedy
    Best of the Bunch: Accomplished Archer (Rare)

    While Speedy is attacking, when your opponent declares blockers, Speedy deals each of those character dice 1 damage.
    It's the Global ability from Give Me A Break! but on a body, and your opponent doesn't have access to it. While your character will still be considered blocked, this will wipe out all those Sidekick chump blockers and make it easier to KO other blockers. Combine this with the Uncommon Grodd giving all your characters Overcrush and...

    White Lantern Batman: Light in the Darkness

    You may not use energy to purchase this die, this text may not be ignored.

    While Batman is active, once per turn, when you roll two during the Roll and Reroll Step, gain 1 life, draw and roll a die. (If you draw and roll that die after your reroll, you may not reroll it.)
    Incidental life gain + ramp just for having a lucky roll? Sure, I'll take that. Especially if I also have the Uncommon Katana that lets me field her with those same two dice. I also have to give props to the nice clarifying text. And now I can have Batman™, Black Lantern Batman™, White Lantern Batman™, Bruce Wayne™, Batmobile, Batarang, Batcave, and Batman Beyond / Bat-Mite all on the same team! Yay!

    Dave - Probably the weakest of the White Lanterns, but you still benefit from his being all four energy types, and ?s will get rolled, so may as well benefit from them.

    [top]Crossover Characters - Shadowmeld


    Jay Garrick
    Best of the bunch: “Leadfoot” (common)

    Synergy - While Jay Garrick is active, when your opponent uses a Global Ability, you may pay to cancel that ability. (Synergy abilities can be used while the character is active, any time you could use a Global Ability.)
    Sure, it’s an investment to get him on the field and to use his ability, but sometimes, cancelling one global can mean the difference. For example, Doomcaliber Knight’s global can only be triggered once per turn, so knowing you can cancel that means distraction becomes a power tool again. In set, there are some interesting globals that are once per turn, such as the energy fixing rares and Rip Hunter’s Chalk Board. Also, STAR Labs’ global is pretty expensive to pay for and have cancelled.

    S.T.A.R. Labs
    Best of the bunch: “Science and Technology” (rare)

    All of your character dice gain Fast. All of your character dice get +2D (until end of turn).
    */** Instead, all of your and character dice get +2D and gain Fast (until end of turn). (Character dice with Fast deal combat damage before non-Fast characters.)
    Global: Pay . Move a Sidekick die from your Used Pile to your Prep Area and field another Sidekick die from your Used Pile.
    To be clear, the global is the best part of this card, and the global is on all three rarities. After that, the rare stands out as the best for niche situations in that it’s decidedly cheaper, and has the ability to give all of your bolt and shield characters Fast. Again, that might be a niche application, but in Draft it could be the game decided.

    Isaac - Agreed here. In draft or in a dual energy team that focused on shield/bolt characters this would be a great addition.

    Dave - Wait, MORE sidekick fixing? Sign me up. Cool things will happen with this. It's more complex (or at least intensive) than FUS Ring, but it's still going to be relevant.

    Deathstroke
    Best of the bunch: “High Price” (uncommon)

    Crosspulse - When you purchase this die, KO all opposing Sidekick dice. (You can only use a Crosspulse ability if you paid this character's purchase cost using only their energy types.)
    It’s nearing the end of time, your wall is futilely bashing against their wall and you miss the reroll on a few characters, what do you do? Buy this guy with Crosspulse, thin their wall of all their Sidekicks, and hopefully push through for lethal! His subtitle says it all though, High price. He’s not a character you’ll buy to field, but rather one you buy to clear the board on the turn you want to win.

    Green Arrow
    Best of the bunch: “Robin Hood” (common)

    Synergy - While Green Arrow is active, when an opposing action die targets one of your character dice, you may pay to choose a new target. (Synergy abilities can be used while the character is active, any time you could use a Global Ability.)
    Pair this guy against a team with Kryptonite or Cold Gun, and your opponent is going to struggle to stop your control team. With Masks and shields being some of the most common energy to save on your opponent’s turn, this synergy doesn’t eve feel expensive. Plus with 5 cost, the offensive stats on Green Arrow’s character die are actually spectacular!

    Isaac - Paired with Cold Gun this is a solid card.

    Barry Allen
    Best of the bunch: “Super-Sonic Punch” (common/blank art promo)

    Synergy - While Barry Allen is active, you may pay to give a 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.)
    Good news, the new blank-art flash is actually semi playable. Bad news, he’s better with a A/D flipper, and there aren’t any in set. While the Super Rare is also a good ability, the 5 cost Crosspulse can be pretty expensive, and I’d rather stick to Stealth Ops on a 5/7 Common every few rounds.

    Isaac - I love this Barry Allen. He has so much punch and go in and do some work. Great card and some great defense buff to let him do damage and stay on the field.

    Captain Cold’s Cold Gun
    Best of the bunch: “Frozen “Firearm”” (Rare)

    Continuous: Whenever you could use a Global Ability, you can send this die to the Used Pile to deal 3 damage to target character die.
    */** Also, ignore that character die's text until end of turn. (That die's card keeps its Global Abilities, all other copies of that die keep their abilities.)
    Wish you could use Kryptonite on your opponent’s turn? Now you can. This Rare is a spectacular weapon against control pieces and agro pieces alike. Card Blanking at global speed is a powerhouse ability, and the fact that it might also KO the character outright is just bonus icing on the cake. The uncommon is great for the same reasons, it simply is a bit more limited in the things that is stops directly.

    Dave - I. Love. This. It KOs all Constantine and and two Dwarf Wizard faces. It KOs one Oracle face and two Bard faces. The uncommon can prevent that Bard from attacking; the rare can prevent the reason for his attack. I prefer the uncommon very slightly because “don’t attack” could also impact other teams, like those using Rare Lantern Ring. But either is a solid pick.

    Hal Jordan
    Best of the bunch: “Green Lantern’s Light” (Common)

    (this area left blank for effect)
    Ok, it’s not that there aren't’ situations where the other Hal’s wouldn’t be great to have, it’s just that the best thing about the blank one is his stats to cost ratio. 2 cost for a 3/4/5? That’s a bit ridiculous, and can provide some strong pressure against an opponent in both draft and unlimited, especially with just a small bit of utility, like Bard, Ring or even Casey Jones.

    Dave - “No special effects; just a low-cost die with good numbers.” :-)

    Cosmic Treadmill
    Best of the bunch: “Time Travel Tech” (Rare)

    Reroll up to 2 dice in your Reserve Pool. For each or rolled this way, you may subtract 1 from the cost of each action die you purchase this turn.
    So… sadly the treadmill has some pretty steep limitations. On all versions it allows you to reroll things already in your Reserve Pool, and before that is’t got a pretty high cost when you factor in both the Crossover cost and the actual 4 or 5 cost. The common has a maximum value of 4 direct damage, from a 4 cost, and only if you roll optimally on two character dice. The uncommon has the ability to do more damage, but it again requires character dice in your reserve, plus characters on the field to even really get much out of it. The rare though, has the ability to give you massive discounts on action dice for one turn. This means you only truly need to get it to work successfully once, and it does something other cards don't, which is discount ALL action dice purchased, not just BACs or a single action die. Still, it’s a lot of work and chance to get this working, but I just envision rolling a treadmill, to reroll two Morphing Jars, then buying 3 Cerebros with those Morphing jar’s Masks, for 1 mask energy each. Massive Fielding Cost Tax!

    Zatanna
    Best of the bunch: “Inverted Incantations” (Super Rare)

    Synergy - While Zatanna is active, you may pay to reroll all opposing Sidekick dice in the Field Zone and Reserve Pool. Zatanna deals 1 damage to target opponent for each of their dice rolled in this way that shows a or . (Synergy abilities can be used while the character is active, any time you could use a Global Ability.)
    I hear Foot Soldier teams are popular. Zatanna could arguably shred your opponent before they could ever get that game off the ground. She also denies SK walls in draft and saving particular types of energy in constructed. This is such a well rounded card, I expect to see her gracing constructed teams in near future.

    Rip Hunter’s Chalk Board
    Best of the bunch: “WHEN AM I?” (Rare)

    Add all dice in your bag to your Used Pile. For each or character added to your Used Pile in this way, give target character die +1A and +1D (if a die added to your Used Pile in this way is and give +2A and +2D instead) (until end of turn).
    Global: Pay . The first die you purchase this turn is added to your Prep Area instead of your Used Pile.
    The decision here was really only between the common and the rare, as those were the only versions with the global. Factor in the insane price difference between the two and the common’s life gain versus the Rare’s attack stat increase, and a cheaper more offensive version of the chalkboard is definitely the winner. That said, in draft, and constructed it truly is only the global that matters. And boy does it matter!

    Dave - Yeah, with life gain being relatively lacking in terms of importance, the rare is the only choice here. Come for the global, stay for the pump. I doubt we’ll see too much of this being played as an action die - unless some crazy bag resets are possible with it - but it’s the better ability of the two.
    Comments 18 Comments
    1. Thormind's Avatar
      Thormind -
      Nice article. Dont agree with you about The Atom. For Drafts the common version is probably the best removal of the set. It combos amazingly well with Huntress (common), Giganta (common), Felicity Smoak (common) and polymorph. It's really eazy to do the 3 dmg multiple time per round. It's used like a global meaning you can do it in your opponent turn and you can target your own dices.
    1. Yort's Avatar
      Yort -
      Quote Originally Posted by Thormind View Post
      Nice article. Dont agree with you about The Atom. For Drafts the common version is probably the best removal of the set. It combos amazingly well with Huntress (common), Giganta (common), Felicity Smoak (common) and polymorph. It's really eazy to do the 3 dmg multiple time per round. It's used like a global meaning you can do it in your opponent turn and you can target your own dices.

      I agree - the common "The Atom" is great, especially in draft. I had fun pairing him with the Uncommon Cyborg in order to do 3 damage multiple times on my opponent's turn. He's basically like the Rare Cold Gun, but with a body and the ability to use multiple times, so as the Pokemons say, "The Atom, I choose you!"

      I do like the Rare Cyborg as well, though - I think in Unlimited, that one will be the one I end up with on a Teen Titans team. Then again, the Uncommon Cyborg plus The Atom and a taunt global...

      I think common Felicity has a place on spinning teams - if you are pairing her up with Umber Hulk or Vibe, she helps you to spin your opponent's characters down, but she can also spin one of yours up at that crucial moment.

      Common Batgirl I think will be a sleeper hit. In set, she protects against a lot of the shenanigans from other cards like Firestorm, Static, and Atom, but in Unlimited she protects you against DWiz. Yes, Raven does more, but only for masks - if you're not running all masks, I think it's going to be a hard choice between this one and Babs, and since many people don't have Babs I think you'll see the Commish's Daughter around.

      Black Adam rare - my friend has been pining for an "answer" to Fabricate, and while this isn't a full counter, it at least makes Fabricating cost something. Could be interesting to see how this develops, especially since it applies to you as well.

      RHCB - I am really eager to see how this stacks up against other tools like PXG, Ring/Rez, SHRA, etc. I've only played with it a few games, but we've already seen that it can get you to a 7-cost purchase on T2. Which means you could also easily get a 6-cost on T2 *and* get it into your prep area to roll T3. If you can reliably be rolling the character you purchased this turn next turn... perhaps you don't need PXG?
    1. Axyz's Avatar
      Axyz -
      From the Capt. Cold's Cold Gun Section "Dave - I. Love. This. It KOs all Constantine and Dwarf Wizard faces. It KOs one Oracle face and one Bard face. The uncommon can prevent that Bard from attacking; the rare can prevent the reason for his attack. I prefer the uncommon very slightly because “don’t attack” could also impact other teams, like those using Rare Lantern Ring. But either is a solid pick."

      It KOs Constantine on all levels, Dwarf Wizard on levels 1 & 2 (level 3 he is a 1 2 4), and levels 1 & 2 of Bard (0 1 3 & 0 2 3).
    1. Axyz's Avatar
      Axyz -
      Quote Originally Posted by Yort View Post
      RHCB - I am really eager to see how this stacks up against other tools like PXG, Ring/Rez, SHRA, etc. I've only played with it a few games, but we've already seen that it can get you to a 7-cost purchase on T2. Which means you could also easily get a 6-cost on T2 *and* get it into your prep area to roll T3. If you can reliably be rolling the character you purchased this turn next turn... perhaps you don't need PXG?
      What is SHRA?
    1. pk2317's Avatar
      pk2317 -
      Quote Originally Posted by Axyz View Post
      What is SHRA?
      Superhuman Registration Act (BAC from Civil War).
    1. alleyviper's Avatar
      alleyviper -
      Uncommon Manhunter is absolutely the best. Bring a villain making global, get him on the board, and you have a Relentless/Swords of Revealing Light that only you can use.
    1. Dave's Avatar
      Dave -
      Quote Originally Posted by alleyviper View Post
      Uncommon Manhunter is absolutely the best. Bring a villain making global, get him on the board, and you have a Relentless/Swords of Revealing Light that only you can use.
      I completely agree. He was the first foil card that I opened, and I also hope I have the chance to try him in draft.
    1. Dave's Avatar
      Dave -
      Quote Originally Posted by Axyz View Post
      From the Capt. Cold's Cold Gun Section "Dave - I. Love. This. It KOs all Constantine and Dwarf Wizard faces. It KOs one Oracle face and one Bard face. The uncommon can prevent that Bard from attacking; the rare can prevent the reason for his attack. I prefer the uncommon very slightly because “don’t attack” could also impact other teams, like those using Rare Lantern Ring. But either is a solid pick."

      It KOs Constantine on all levels, Dwarf Wizard on levels 1 & 2 (level 3 he is a 1 2 4), and levels 1 & 2 of Bard (0 1 3 & 0 2 3).
      Totally right. Thanks. Will fix soon.
    1. ccm00007's Avatar
      ccm00007 -
      There are so many places where I disagree with this review...but that's just because so many characters in this set have at least 2 versions that are awesome. Seriously, think about it:

      -All 3 Firestorms are playable at least, excellent at best.
      -All 3 Katanas are great (yes, including the common: a 2-drop JL character? Meet Aquaman's new best friend)
      -All 3 Martian Manhunters are making me want to build another Villain Hate team;
      -All 3 versions of The Atom are making my head spin with potential combos;
      -All 3 versions of Black Adam will find a place in constructed teams.

      I could go on, but you get the point. From a gameplay standpoint, this is one of my favourite DM sets to date, bar none.
    1. Dave's Avatar
      Dave -
      Quote Originally Posted by ccm00007 View Post
      There are so many places where I disagree with this review...but that's just because so many characters in this set have at least 2 versions that are awesome. Seriously, think about it:

      -All 3 Firestorms are playable at least, excellent at best.
      -All 3 Katanas are great (yes, including the common: a 2-drop JL character? Meet Aquaman's new best friend)
      -All 3 Martian Manhunters are making me want to build another Villain Hate team;
      -All 3 versions of The Atom are making my head spin with potential combos;
      -All 3 versions of Black Adam will find a place in constructed teams.

      I could go on, but you get the point. From a gameplay standpoint, this is one of my favourite DM sets to date, bar none.
      It was hard for us too. This is a really complete set.
    1. IsaacBV's Avatar
      IsaacBV -
      it was like trying to pick my favorite AvX Hulk or Storm-there are solid versions of a lot of these characters.
    1. StrangeBrew's Avatar
      StrangeBrew -
      I think it is going to be hard to open a "bad" booster pack for this set. So many of the commons are so good that it feels like there won't be much of a sting to opening a double common pack. My thanks to all of you for a quick review.
    1. Joepancreas's Avatar
      Joepancreas -
      Quote Originally Posted by alleyviper View Post
      Uncommon Manhunter is absolutely the best. Bring a villain making global, get him on the board, and you have a Relentless/Swords of Revealing Light that only you can use.
      I don't understand this one. If you have a villain making global, won't your opponent be able to use the same trick on his turn?
    1. Dave's Avatar
      Dave -
      Quote Originally Posted by Joepancreas View Post
      I don't understand this one. If you have a villain making global, won't your opponent be able to use the same trick on his turn?

      Yes. But not if you wait to pull the trigger on Manhunter until the right moment. They weren't going to put that effect into the game again without significant drawbacks.
    1. ccm00007's Avatar
      ccm00007 -
      Quote Originally Posted by Joepancreas View Post
      I don't understand this one. If you have a villain making global, won't your opponent be able to use the same trick on his turn?
      If you need to, use Blue-Eyes' global on your opponent's turn, and poof, no more Manhunter effect for your opponent.
    1. Joepancreas's Avatar
      Joepancreas -
      Those answers both make sense, thanks.
    1. JustK's Avatar
      JustK -
      Quote Originally Posted by Yort View Post
      I agree - the common "The Atom" is great, especially in draft. I had fun pairing him with the Uncommon Cyborg in order to do 3 damage multiple times on my opponent's turn. He's basically like the Rare Cold Gun, but with a body and the ability to use multiple times, so as the Pokemons say, "The Atom, I choose you!"

      I do like the Rare Cyborg as well, though - I think in Unlimited, that one will be the one I end up with on a Teen Titans team. Then again, the Uncommon Cyborg plus The Atom and a taunt global...

      I think common Felicity has a place on spinning teams - if you are pairing her up with Umber Hulk or Vibe, she helps you to spin your opponent's characters down, but she can also spin one of yours up at that crucial moment.

      Common Batgirl I think will be a sleeper hit. In set, she protects against a lot of the shenanigans from other cards like Firestorm, Static, and Atom, but in Unlimited she protects you against DWiz. Yes, Raven does more, but only for masks - if you're not running all masks, I think it's going to be a hard choice between this one and Babs, and since many people don't have Babs I think you'll see the Commish's Daughter around.

      Black Adam rare - my friend has been pining for an "answer" to Fabricate, and while this isn't a full counter, it at least makes Fabricating cost something. Could be interesting to see how this develops, especially since it applies to you as well.

      RHCB - I am really eager to see how this stacks up against other tools like PXG, Ring/Rez, SHRA, etc. I've only played with it a few games, but we've already seen that it can get you to a 7-cost purchase on T2. Which means you could also easily get a 6-cost on T2 *and* get it into your prep area to roll T3. If you can reliably be rolling the character you purchased this turn next turn... perhaps you don't need PXG?
      I agree with the Common Batgirl being better than you think. Not being able to target is better in some ways but if someone brought a Hulk, Batgirl stops that. It is a character ability. Not to mention Dwarf Wizard Rare stop. I believe the common Batgirl is way better than you give her credit for. She does have the issue of low health and magic missile could take her out easily but buying 2 on certain teams would not be out of the question. This should also stop things that would lower stats, Rare Venom or Dr. Doom.
    1. Yort's Avatar
      Yort -
      Quote Originally Posted by JustK View Post
      I agree with the Common Batgirl being better than you think. Not being able to target is better in some ways but if someone brought a Hulk, Batgirl stops that. It is a character ability. Not to mention Dwarf Wizard Rare stop. I believe the common Batgirl is way better than you give her credit for. She does have the issue of low health and magic missile could take her out easily but buying 2 on certain teams would not be out of the question. This should also stop things that would lower stats, Rare Venom or Dr. Doom.
      Unfortunately, she would not stop Hulk, Venom, or Dr. Doom, as those ability do not target. I think she still has use, though.