• Archetype: Rush

    Rush is another aggressive style of team. The modus operandi is in the name itself. This kind of team sells itself out to have a fantastic early game. The longer the game goes, the less equity that it has at a given board state. Rushing teams look to get in the vast majority of damage early, perhaps leaving a small amount just to shut the door later on.

    Rush will commonly use cheap characters to do what they want to do, sometimes finding ways to buff them as the game goes on.


    Cards That Typify Rush

    Here are some cards that you might see when looking at a rush team.





    Add Phil Coulson: Inspirational Leader to the above, and perhaps Ultron Drone.

    Some of these cards offer big damage for a low cost, like X-23. Others find ways to make the often-peripheral sidekicks more potent, in the case of Green Goblin and Falcon. Still others simply seek to overwhelm, as in the case of the swarming Kobolds and Stirge.


    Examples of Rush Teams

    One very rush-oriented team is the Flying Sidekicks. Here's a generic version of this well-known team:




    The team is rather straightforwardly geared toward buffing sidekicks and mking them unblockable. In this case, the team rushes with a character that you don't even need to purchase, the sidekick. Even Professor X, often seen for his potent global ability, supports the endgame because he, too, will give a boost to sidekicks.

    More modern iterations of this team may utilize cards like Phil Coulson, who offers a cheaper means of pumping up those sidekicks than other options currently available within the game.

    Let's examine another, slightly slower, rushing team, the Johnny Swarm. In this case, the team hits with a consistent stream of direct damage from characters while also offering the opportunity to get unblockable hits through from the very inexpensive Stirge. While not a pure "rush" team, the speedy nature of swarm allows the example to nonetheless shine through.




    Basic Actions often used with this team include Transfer Power, enabling you to do just a bit more damage with that unblockable Stirge than you initially would be able to. The team looks to quickly move through Human Torch and the Kobolds. It doesn't care if stuff gets knocked out, because while that may impact the swarm, it still increases the number of dice rolled and characters fielded.

    Venom comes in as a late game means of buffing your characters and increasing their effectiveness, helping one overcome archetypes that successfully lengthen the game.


    Pros and Cons of Rush

    On the plus side, rush can really catch an opponent off guard. You will get them reacting instead of thinking and this can be deadly. The teams are often very fun and synergistic, so if you enjoy playing in a way that just moves, this is an archetype for you. If you have a version that can win, it's not a bad play at a tournament - by the time you reach finals, you've played several hours less Dice Masters than others, because your games are often quick.

    On the negative side, Rush sells out to the early game usually, and in cases where it can sustain itself late game, it's usually because the designer sacrificed it's speed and made it less rush-y. There are cards out there right now that would destroy this pretty well, like the super rare Magneto - and of course there are the means to get those characters quickly.

    As always, you need to know when you are the aggressor and when not, especially if up against a similar team. Two rushing teams against one another can be hard to read. If your squad is better set to control the late game than your opponent, then you need to play for the late game. As ever, it comes back to "Who's the Beat Down?"
    Comments 3 Comments
    1. Chapa71's Avatar
      Chapa71 -
      Great article Dave!
    1. Flexei's Avatar
      Flexei -
      I know it's just an example, but I, of course, still prefer Black Canary - Canary Cry over Storm in my Swarm team. The fist synergy, she hits harder, has 0 fielding cost on 2 sides and, now that Magneto is a thing, Black Canary wouldn't be affected by his ability where Storm would be, so she can still be used as removal even with Magneto fielded.

      ... just had to interject my two cents.
    1. Dave's Avatar
      Dave -
      Quote Originally Posted by Flexei View Post
      I know it's just an example, but I, of course, still prefer Black Canary - Canary Cry over Storm in my Swarm team. The fist synergy, she hits harder, has 0 fielding cost on 2 sides and, now that Magneto is a thing, Black Canary wouldn't be affected by his ability where Storm would be, so she can still be used as removal even with Magneto fielded.

      ... just had to interject my two cents.

      Yes! You're correct there. Her inclusion was mostly because until last Sunday, I did not have that card in my possession. Both have pros and cons, of course, and the Magneto point is a good one.