• The Amazing Spider-Man: Full Set Review



    Hello everyone and welcome to our full set review of The Amazing Spider-Man set from Dice Masters! As you all start to open your packs and see what all is available to you, we wanted to present our picks as the "best of" for each character and action card in the set. Our panel of illustrious judges include:

    Isaac
    JT
    Paul aka PK
    Trubie aka Flexei


    We grouped the cards as best as they allowed, and you will see the top pick for each discussed along with commentary from the rest of the team in italics underneath. So without further ado, here is our full set review of The Amazing Spider-Man!




    Rankings from JT:

    Spider-Friends (Female)

    Aunt May: Caring Aunt (Common)
    Ally (Aunt May counts as a Sidekick in the Field Zone)
    Aftershock - Spin one of your non-villain characters up one level or spin Spider-Man to level 3

    Aftershock isn't quite reliable enough (yet) to count on the Uncommon version's ability to field from your prep area. When it is, count on a Blue-Eyes Global team to take full advantage of it. Until then, while I don't see the common taking a place on very many competitive unlimited format teams, this is the one I would try to use. Maximizing a character's level is becoming more of a necessity as character levels gain greater variance.



    Black Cat: Party Hardy (Super Rare)
    Underdog - When fielded, target opponent must reroll all of their fielded characters.

    This is Rare Umber Hulk without the stats or level restriction, but with an Underdog restriction. It's Storm: Goddess of the Plains with better stats but characters which roll to energy sides go to the reserve pool instead of straight to prep. Still, I like rerolling the entire opposing field over a 50/50 shot at removing one threat as with the Uncommon.

    Agreed on this one, solid SR and one I hope to get my hands on for sure. -Isaac



    Dagger: Light Daggers (Rare)
    Underdog - Dagger may not be targeted by your opponents.

    Can't be targeted is awesome, but why with the Underdog restriction? And why a 5 cost? I suppose there is a case to be made that the 3-cost no-ability common is the best version simply for value, but very rare is the occasion someone might fill a slot in a constructed event with an ability-less character without outstanding value for the cost. Take the version with evasion, even if it's conditional.



    Firestar: New Warrior (Common)
    When fielded, you may pay to deal 3 damage to target villain character.

    Rare is the occasion you want to pay 3 to field something and immediately put it in your used pile, so despite the fact that the Uncommon deals damage to all villains, I would look at the common. At least this way the body will stay in the field. You can use this ability as removal or a trigger for the SR Jocasta. I'm not overly impressed with any version.



    Ghost Rider: Hellfire Manipulator (Common)
    Aftershock - If Ghost Rider was blocked, she deals 1 damage to target opponent

    This Ghost Rider comes equipped with a small hit of damage to your opponent on the way off the board. This becomes a way to chip in some damage, if you are left unblocked you get full damage, but if you are blocked and removed you deal the damage. With ways to manipulate blocking, this could be a great way to hit them with those last few points of damage.

    I think New Rider from the Starter might be a little better. 2 damage, you get to choose character or player, and you don't have to rely on your opponent KOing her. It's true she goes to Used instead of Prep, but at TFC-6 you don't want to be fielding her every turn anyways. -PK



    Gwen Stacy: Public Menace (Common)
    [no text]

    The stats just are not there to justify the fielding costs. The abilities for the other versions rely on tribalism and Underdog. I am , personally, not impressed, but I love that we got the character in the set.

    Maybe the Rare Gwen Stacy: The Amazing Spider-Gwen if you're running Spider-Friends or at least Spider-Man's Global. Helps to overcome that TFC-5. -PK



    Mary Jane: MJ (Rare)
    Ally (Mary Jane counts as a Sidekick in the Field Zone)
    When fielded, target non-villain character you control gains Overcrush this turn. If you targeted Spider-Man, he also gets +1A.

    Cheap aggressive mask character? Yes, please. I love that this ability wasn't nerfed by being contingent on Underdog. One of the problems with going for Overcrush has been the equal availability through, Hulk Out or Anger Issues.

    A Hulk Out with legs? Face it Tiger, you hit the jackpot! (Couldn't resist the quote!) -Isaac



    Silver Sable: Hero for Hire (Common)
    You may sacrifice Silver Sable during your Main Step. If you do, target character is unblockable this turn.

    This card is hands down her best version and will see plenty of play! The combos are growing - there is lots you can do with this card.

    Agreed with JT here, this is a solid card and one I hope to see in the future work its way into meta play. The overall strength of her ability is one I cannot wait to try out, especially paired with a certain Vulture.-Isaac

    Stealth Ops without the level 1 restriction? Yes please! -PK


    Spider-Girl: Webslinger (Uncommon)
    Underdog - When fielded, gain 1 life and deal 1 damage to target opponent.

    For me, if I'm going to invest in a character that has a maybe ability, I want to at least get the most bang for y buck on the ability every time it triggers. The Super Rare is fine, but if I can double the distance it puts between myself and the competition, I'm going to.



    Spider-Woman: Lady Liberator (Starter)
    Underdog - Spider-Woman gets +2A.

    I'm underwhelmed. At least if you have fewer characters than your opponent, the ability makes her worth the purchase cost!



    White Tiger: Mystical Amulet (Starter)
    When fielded, you may sacrifice another character in the Field Zone to give this die +1A, +1D, and Overcrush until end of turn.
    Global: Pay . Once during your turn, each player must field a Sidekick from their Used Pile if able.

    The ability is ok, but it's the global that shines. I expect this global to not only make a splash, but cause ripple effects.

    Interesting point here: the Global doesn't say you have to field the Sidekick immediately, just during your turn. Wait until you need it, so you can keep triggering Underdog effects? You can also use it to hurt your opponent's PXG ramp. -PK



    Rankings from Trubie:

    Spider-Friends (Male)

    Agent Venom: Flash Thompson (Rare)
    This is the first reasonable clear front-runner in my group. Flash Thompson offers some nice bag thinning (event without a Magic Missile global) and some decent damage. The Global (also on the common) also offers some nice utility when paired with Ant Man’s global.

    So so good. Flash Thompson can thin bags, field sidekicks and with a strong body to boot. I think Gobby may have found a new partner in crime. This is a rare I really hope to get in my feeds. -Isaac




    Blade: Daywalker (Uncommon)
    For a 6 cost, I’m not sure Blade does “enough”, but I could see the uses in both the uncommon and rare. In the end, I would more likely build with the uncommon, Daywalker. The Underdog caveat saps some of its utility, but that 2 damage when fielded and gaining 2 life, with a character you’re going to want to be attacking with anyway sounds viable. However, Vengeful’s +2A and -2A to an opposing character when attacking is nothing to sneeze at either. Especially if you throw overcrush into the mix.



    Cloak: Darkforce Dimension (Rare)
    The symbiosis with Dagger is pretty interesting on all 3 cloaks, but the Rare, Darkforce Dimension is the one that really gets my creative juices flowing. I really like the potential of this card and the 2-for-1 you get on abilities and action dice seem great. I immediately find myself wanting to pair cloak and dagger with UXM Storm’s Global.



    Daredevil: Radar Sense (Uncommon)
    Those hoping for a playable Daredevil are still going to have to wait a bit. These are definitely an improvement over the AoU versions, and would be reasonably solid in draft. Out of the three though, Radar Sense and the ability to block 2 characters is the most useful. The ability would be a lot more appealing if his cost was just a little lower.

    I am equally sad to see another series of poor Daredevil cards. Oh well, maybe next set. But I would agree here with Trubie, Radar Sense would work with draft formats and not much more.-Isaac



    Iceman: Chilling (Uncommon)
    A lot of people seem to be eyeing the rare Iceman, but I don’t like him. I feel it puts the ball too much in your opponent’s court. Your opponent can save up their energy and quickly put you at a disadvantage when you have this card fielded. More often I imagine this card will just nullify yours and your opponent’s turn. The uncommon seems like the safer bet, and you can slip in some life gain to give you the upper hand from the damage.

    I like the uncommon here also, especially if you have a way to mitigate the damage and your opponent doesn't. Or if you are far enough ahead, you can run those life counters down quickly with him and win by the margin you need to. He doesn't replace another cool Iceman for me, but in set I look forward to seeing how he works.-Isaac



    Iron Spidey: Armored Arachnid (Super Rare)
    I’m generally not in love with any of these cards. With the purchase cost of 5 or 6 and TFC of 7, I’d expect this card to do a whole lot more. If I had to play one, the SR, Armored Arachnid would probably be my choice since he’s nigh-invulnerable unless your opponent burns some energy. Still, he ~might~ be worth a try when paired up with some other Spidey-friends to drop his purchase cost, make him field for free, and maybe throw in an Ant-Man global for good measure.

    This is the first TFC over 6, yes? Not worth it, sadly. -PK



    Luke Cage: Power Man (Uncommon)
    For a straight up meta combo team, I think Luke Cage: Thick Skin could pair well with AvX’s Spider-Man Webslinger, though there are some serious (but not unsurmountable) purchase costs to get around there. That said, I think the uncommon “Power Man” will be a lot more fun to build around. Anything that makes your opponent reluctant to use a global is always a plus, and there has to be some great ways to take advantage of the spinning up he offers. Use rare Doomcaliber Knight, make him a Spidey-Friend, and just sit back and watch your opponent squirm.



    Scarlet Spider: The Spectacular (Uncommon)
    I already wrote about the rare vs uncommon Scarlet Spider a bit in my recent spoiler article, and I think I have to say I prefer the uncommon purely because of the one less energy. I’ll admit I’m also still modestly confused by the differences in the text between the uncommon and rare. One thing definitely interesting is, unlike prismatic spray, you can target your own characters. I’m still toying with Uncommon Spectre from WoL, and being able to remove his text during my own turn so only my opponent’s characters have to attack seems pretty appealing.



    Spider Man: Tangled Web (Starter)
    In this case I have to agree with what I believe Shadowmeld said during the Reserve Pool Podcasts starter review: Tangled Web has the most potential of the Spider-Man cards. Potentially pumping all Spider-friends and being able to sling the Spider-friends affiliation around leaves room for all sorts of fun possibilities. For example, give Starhawk: Precognitive the Spider-friends affiliation, and you’ve suddenly got him and Spider-man boosting every Spider-friend that gets fielded.

    As you'll see with some of the Villains below, giving the Spider-Friends affiliation to your opponent's characters can help you as well. -PK



    Avengers:

    Black Widow: Stinger (Common)
    Though it’s a bit of a tossup between the Common (Stinger) and the Rare (Professional), each having its perks, I think Stinger may be my favorite. It offers some nice aggression for a Shield energy type. Throw Stinger at your opponent and they’re either taking damage from her attack or they’re taking damage from her Aftershock ability. You can also use that ping to finish off a character on the verge of death.



    Guardians of the Galaxy

    Drax: Pained (Starter)
    The various Drax-es offer another tough choice, but Pained seems to be the most consistently useful. Drax’s fielding cost is his biggest drawback, and Pained allows you to most consistently offset that problem. All of the Guardians except Rocket carry that fielding cost burden, and having Drax available and field-able for free may help make Guardians more viable despite the life loss.

    Agreed on Pained being the best of the Drax cards out there-I look forward to seeing how viable he may make a full Guardians team. I wonder if we will see some others get the Guardians moniker in future sets?-Isaac





    Rankings from Paul:

    Villains

    Carnage: Sinister (Starter)
    Overcrush
    Carnage takes no more than 1 damage from action dice.

    Tough call between Sinister and Insane, but I'm going for Sinister for 1 cheaper purchase cost and not relying on use of an Action die. If your meta has a lot of non-Continuous Action die usage, Cletus Kassidy could be a nice Action-hate.



    Doctor Octopus: 8 Dangers (Uncommon)
    When Doctor Octopus attacks, up to 8 target character dice can't block. Your opponent may pay 2 life to prevent this effect (they pay life when this die attacks but before you choose targets).

    I love all 3 of his versions, but I think the best is 8 Dangers. Either make your opponent pay 2 life (not triggering Hulk) or basically Relentless his entire field for free. Sinister (C) could be great combined with Spider-Man's Global, and Otto (R) works well with a heavy Action strategy but other cards do it better.



    Electro: Supercharged (Uncommon)
    If Electro is KO'd on an opponent's turn, he deals that opponent 1 damage. Move him to your Reserve Pool on a face after your Clear and Draw Step next turn (instead of rolling him as normal).

    If Massive Discharge (R) could target your opponent, it'd win hands-down. As is, it's basically just a limited MM Global that only you can use. I think Supercharged has some potential if you bring along a re-roll Global (Magneto or Parallax), but I don't like his 6-cost.



    Green Goblin: Goblin Grandmaster (Uncommon)
    You may sacrifice another fielded character to field Green Goblin for free or spin him up 1 level.

    Clearly the best is the Green (Uncommon) Goblin Grandmaster, with the lower purchase cost and the massive jump between his level 1 and 2 stats. You can field him for free at L1 and then Sac a SK to boost him up to 2, or roll him on 2/3 and Sac the SK to avoid the 2/3 fielding cost. This character also pairs very nicely with the Uncommon Vulture below. Goblin Legacy (R) is better only if you're running Iron Fist, or Hulk and want the damage.



    Hobgoblin: Mad Fashion Designer (Rare)
    Once per turn while Hobgoblin is active, when your opponent pays for a Global Ability, you may pay to cancel it.

    Mad Fashion Designer, no question. Bolts are easy enough to come by, and making an opponent pay for a Global and then canceling it (without refunding their cost) is great. Even better if you're also running Jinzo, since that wouldn't get refunded either.



    Kingpin: Payback (Starter)
    When Kingpin takes damage, he deals target opponent 1 damage.

    I love the bad options that Kingpin: We Do Not Speak His Name forces your opponent into. It's definitely my favorite, but I think Payback will see more play at 5-cost instead of WDNSHN's 7-cost.



    Kraven the Hunter: Sergei Kravenoff (Uncommon)
    When fielded, you may sacrifice a character die to give Kraven +3A until end of turn.

    None of them are great, all being "When fielded" on a TFC-5 character. If you can afford to sacrifice your own characters, Sergei Kravenoff makes him into a beefy 8A for 5-cost.



    Lizard: Sewer Dweller (Uncommon)
    While Lizard is active, when any character die leaves the Field Zone during your turn, target character die can't block Lizard this turn.

    Sewer Dweller is the best of not-great choices. With his poor D stats he's not going to want to stick around past your turn. Keep throwing him at your opponent, preferably after removing some characters during your Main Step to narrow down your opponent's blocking options.



    Mysterio: Dr. Ludwig Rinehart (Common)
    While Mysterio is active, when your opponent draws dice, you may pay [1 Energy] to draw a die and put it into your Prep Area.
    Global: Pay . Once during your turn, each player may draw a die and place it into their Prep Area.

    Definitely Dr. Ludwig Rinehart, for the ramp Global if nothing else. Benefits your opponent some but if you have him active you can pay 2 to draw 2, and use 1 every turn during your opponents Clear & Draw step.



    Rhino: Persistent Vengeance (Uncommon)
    When fielded, you may KO target Sidekick. Send it to the Used Pile. If your opponent's Spider-Man is active, you may do this twice instead.

    All "When Fielded" abilities on a TFC-6. Ugh. Big Brute (C) is more likely to trigger twice than the others, but if you're only planning on doing it once anyway Persistent Vengeance hurts them more.



    Sandman: Sandy (Uncommon)
    Aftershock - You may pay [1 Energy] to reroll Sandman. If he lands on an energy face, deal 3 damage to target non-[Villains] character.

    Sandman - Meh. Meh I say. Pay 1 energy for a 50% chance of something happening, and you can't even trigger it yourself? I'll go with Sandy as the most useful ability. Barely.



    Vulture: Adrian Toomes (Uncommon)
    When Vulture blocks, deal 1 damage to each attacking character die. When any character die leaves the Field Zone, Vulture gets +4A until end of turn.

    Oh man, talk about saving the best for last. Adrian Toomes may be the single best card in the set. Keep in mind the Casualties Global ruling, that "when X leaves the field" only triggers once even if multiple characters leave simultaneously. But even with that restriction, there are so many amazing combos this card can work with. Silver Sable: Hero for Hire, Hulk: Jade Giant, the list goes on.




    Rankings from Isaac:

    Zombies

    Morbius: Unliving Vampire (Super Rare)
    When fielded, KO all non-zombie Morbius dice. While zombie Morbius is active, any villain characters with purchase cost 6 or more costs 2 less to purchase and Spider-Man can't block.

    Morbius is the best of the four zombies. Yes, Zombie Green Goblin seems great and strong-but if you have to choose between him and AvX Gobby, I think I will pick the one I can have 4 of in rotation. Morbius works well if you can get him out early, so some polymorph work would help quite a bit. But he makes those villains cheaper and floods in some strength. Look for him to not be meta-breaking necessarily, but to make a presence on villain teams as a strong closer with consistent stats.



    X-Men

    Blink: Exile (Rare)
    While Blink is active, once per turn, you may spend two masks whenever you can use a Global Ability to send an action die in the Field Zone to the Used Pile.

    Blink is one of two X-Men in this set and like most of you who saw the previews of her cards, it was the rare here that really caught my eye. Exile allows you to spend two masks to move an action die to the used pile just like it were being played as a Global. She becomes a great way to remove an action die with paying cost as opposed to relying on a reroll. She is the Kwannon of the action dice and becomes another answer to some of the pesky actions and equipment we see making their presence known in constructed play.



    Wolverine: Weapon Plus (Rare)
    When one or more X-Men character dice leave the Field Zone, you may sacrifice Wolverine to return those characters to the Field Zone.

    Wolverine makes his appearance again after a bit of an absence in the sets, and he comes with a punch as a shield character. The rare, Weapon Plus allows you to return any and all X-Men characters that may have left the game on this turn back to the field zone. He is pricey, but he can help return all characters and keep that constant size up on your side.

    Now if only there were enough quality X-Men that we needed to keep in the Field...maybe Blink? -PK



    No Affiliation

    Gladiator: Strontian (Rare)
    Gladiator can block up to 2 attackers. When Gladiator is blocked or blocking he gets +2D per affiliation on the character he is blocking or blocked by

    Gladiator does not jump out as a strong character in this set, but of the three this one has the most upside. He is a strong blocking character and when there are cards with multi-affiliations in set and out of set, he provides multiple buffs when he blocks up to 2 characters.



    Hulk: Back from Outer Space (Uncommon)
    Aftershock - Each player must sacrifice another character (if able).

    All the Hulks in this set are beefy and expensive, and they all have aftershock. So removing them in any way by your opponent will cause something to happen. One clears the prep area and one clears the sidekicks, but I think this one is the best. It gives removal, although your opponent gets to choose as do you. If you have a cleared field and manage to knock out the chumps in your opponent’s field this could be useful for removal.



    Actions

    Goblin Glider: High Flying (Uncommon)
    Search your bag for a villain die and field it at level 1. Sacrifice it at end of turn.
    **if that die is Green Goblin, don't sacrifice it.

    The Goblin Glider is made to be ridden by a Green Goblin, and the uncommon is made specifically to strengthen that connection. Paired up with the original Gobby from AvX, this card has some potential to be big. It fields, it is cheaper than the rare, and if it at double burst, it keeps Gobby out do you can KO instead of sacrificing him.

    It's like The Outsider BAC on legs. Not quite as good, but can free up a BAC slot if you need it. -PK



    Web Shooters: Webbing All Over (Rare)
    Ignore the text of target fielded character die until end of turn.
    */** Also that character die can't block this turn.

    All the Web Shooters provide a way to blank a character die for a turn, but the rare wins for the most useful and flexible. The others are specific to one of two energy types, but this one lets you blank text of any one character in the field. Bonus with a burst, you can keep it from blocking a turn also. So it can protect you from the Jinzos and Hulks, and keep any of those beefy walls from blocking.
    Comments 12 Comments
    1. Osprey's Avatar
      Osprey -
      Carnage is tricky. Sinister is easier, but Insane has so much more potential, especially if you were to use a boosting BAC like ready to rocket to give them massive amounts of strength. Sinister will probably end up being better overall, but I think there is untapped potential in Insane.

      Now personally, I disagree with two choices here:

      The first is Mysterio. Now, I see little reason to consider him for anything at the moment, but if I was going to use him, I'd prefer the rare. For a high cost character that doesn't do very much, Francis Klum gives you options if you cannot ramp for a turn and have to buy a big character. By getting rid of a sidekick, you can guarantee the character die in your roll the next turn. Not the best ability mind you, but has a much more useful ability. Villains can already use pxg and The Outsider to generate ramp, so I don't see a need to bring the additional draw power when I could just grab the specific die I want instead.

      Zombie Morbius.

      As someone who plays villains to the point of infuriating certain people around him because he ends up bringing The Outsider to every single Thursday night event, I just want to say: Villain lists do not need him at all. Everything he does, the outsider does better, and is not subject to removal from cards like Jade Giant or Grundy. He also only affects 6+ cost villains, bringing them down to the cost of 4. Not necessarily awful, but you don't need many villain dice in general to close out a game. The biggest issue with him is that he is not a villain, so he cannot gain any significant boosts from a lot of the villain support unless you force the affiliation on him by burning a slot on a villain-creation global.

      I would make a case for any of the other 3 zombies over Morbius. Kingpin makes your sidekicks and allys unable to be blocked by opposing sidekicks or allys. It also supports sidekick teams, and combos nicely with the 2 allys currently in the game because he isn't a villain. Not the best ability currently, but time will tell for him, especially if we ever get an ally for villains. Venom can force characters to block and is a beefy mask character who isn't a villain and thus is capable of receiving benefits from cards like the wonderful Mary Jane rare, giving you overcrush damage every turn on the cheap. Finally, zombie green goblin provides much needed burn damage to the shield energy type at a low cost, while sporting well rounded stats. With the ally keyword further boosting his damage potential, he is probably the most threatening of all the ASM zombies. He isn't as strong as gobby of course, but he doesn't have to be to fill his niche.

      All 3 of the other ASM zombies have proper uses and could be used as flex options in a variety of teams. Morbius only supports 1 type of team, and fairly poorly at that. If we use the Magic Timmy, Johnny and Spike comparison that everyone seems to like, Morbius is without a doubt the best Timmy option. A huge beefy character that buys more big beefy characters in niche teams. Unfortunately, it falls short when compared to the other 3 zombies in the other two categories.

      Wall of text, I know, but I didn't feel like a statement like "Morbius is the best of the four zombies" really made sense to me when I thought about it. Just my opinions, and I respect your choice (especially because his art is great and I will eventually build something with him for fun), but I don't see him being a boost to many villain strategies, especially at a 7 cost.
    1. pk2317's Avatar
      pk2317 -
      @Osprey - good call on Mysterio. I'm probably still stuck in the drafting mindset too much where I want whatever ramp I can get. For a constructed team like you're mentioning, the Rare is probably a better call. But still not something you're likely to pick anyways.

      Would you think differently if/when Uncanny (and PXG) is phased out?
    1. Osprey's Avatar
      Osprey -
      Of course. Then again, I almost always look at cards in a constructed view. Being raised on Yugioh will do that to you, because draft is almost nonexistent in that game. As for the other versions of Mysterio, if PXG is phased out, The Outsider becomes the main ramp/churn for villains instead. In that particular case, yes the other versions would become more playable, but I would still advocate for the rare. It wouldn't be too hard to get to it, and in a game where neither player can pxg, getting to specific dice (like the ones you have just purchased) only becomes more important, and the rare still ends up being better in my books. Not to mention there is still the option to play Villainous pact, letting you use your masks to draw dice while also providing another extremely powerful action die to end games with.
    1. Zephernaut's Avatar
      Zephernaut -
      I would like to talk about the "elephant" in the room of the Kingpin Common. He's a 7 cost, which, with PXG can be bought on turn two, but "When Kingpin... or Kingping as I am going to be calling him, takes damage, target player takes 2 damage, they can either sacrifice a creature or pay 2 generic energy to prevent this." This feels like the new "Green Golaith" to me, get Kingping down on the board with a Magic Missile global and go nuts.
    1. Necromanticer's Avatar
      Necromanticer -
      Quote Originally Posted by Zephernaut View Post
      I would like to talk about the "elephant" in the room of the Kingpin Common. He's a 7 cost, which, with PXG can be bought on turn two, but "When Kingpin... or Kingping as I am going to be calling him, takes damage, target player takes 2 damage, they can either sacrifice a creature or pay 2 generic energy to prevent this." This feels like the new "Green Golaith" to me, get Kingping down on the board with a Magic Missile global and go nuts.
      Why not just use rare Nova? You get the same effect, cheaper character, better stats, and your opponent doesn't even get the option of stopping it. The only downside is that your opponent is given a brief chance to apply some seriously hard removal, but that's a more than worthy trade-off for the advantages of Nova.

      Kingpin is basically never going to see meta play, but he'll be fun to see in-set.
    1. Osprey's Avatar
      Osprey -
      Kingpin does have the benefit of being affiliated, so he can benefit from the massive amounts of great villain support cards. I think that's reason enough for him to see play.
    1. Stormyknight's Avatar
      Stormyknight -
      I would like to point something out so people don't incorrectly use white tigers global ability. PK is wrong in saying it can be done any time after using the global, when an ability is activated you have to finish the ability before doing anything else. Best way to use this global whenever you want is to use it when you want to since you're allowed to do actions in any order you want.
    1. JONNYNHM's Avatar
      JONNYNHM -
      The common Mysterio (http://www.thereservepool.com/showwi...udwig+Rinehart) is great. I played him in the draft this weekend and was easily rolling all 12 to 16 of my dice every turn. Then hitting big entrance made buying rare blade and doc oct. really easy. The two best action cards i have seen run for this set, from my drafts, where save civilians and betrayal.
    1. Stormyknight's Avatar
      Stormyknight -
      Quote Originally Posted by JONNYNHM View Post
      The common Mysterio (http://www.thereservepool.com/showwi...udwig+Rinehart) is great. I played him in the draft this weekend and was easily rolling all 12 to 16 of my dice every turn. Then hitting big entrance made buying rare blade and doc oct. really easy. The two best action cards i have seen run for this set, from my drafts, where save civilians and betrayal.
      How were you rolling that many dice? It's each instance of dice being drawn not once for every dice. On their clear and draw you could only add 1 die. Whenever would be for each die, When implies for each instance of.
    1. Shadowmeld's Avatar
      Shadowmeld -
      Quote Originally Posted by Stormyknight View Post
      How were you rolling that many dice? It's each instance of dice being drawn not once for every dice. On their clear and draw you could only add 1 die. Whenever would be for each die, When implies for each instance of.
      On their clear and draw, you can get 1, then when they Mysterio global, you can get one, then when you use Mysterio that's another one. so you've got 7 dice rolling, then if you've got characters getting KOed because you're attacking over and over, as you are trying to avoid Betrayal damage, 12 dice seems likely.
    1. Zephernaut's Avatar
      Zephernaut -
      Quote Originally Posted by Necromanticer View Post
      Why not just use rare Nova? You get the same effect, cheaper character, better stats, and your opponent doesn't even get the option of stopping it. The only downside is that your opponent is given a brief chance to apply some seriously hard removal, but that's a more than worthy trade-off for the advantages of Nova.

      Kingpin is basically never going to see meta play, but he'll be fun to see in-set.
      Wow, I played this at our stores PDC event, and it was amazing, took first, the fact that they can pay to avoid it is fine, since they are most likely paying by sacrificing characters which help me keep their board clear, but still had energy left over to deal damage after they had exhausted payment options, I used one of my opponents Green Goliath against him to do half his life in damage in one turn with a little help from SR Emma Frost, Kingpin doing 6 and Emma doing 4 damage. This card has a lot of potential. I advise play testing it for sure.
    1. StrangeBrew's Avatar
      StrangeBrew -
      Quote Originally Posted by Zephernaut View Post
      Wow, I played this at our stores PDC event, and it was amazing, took first, the fact that they can pay to avoid it is fine, since they are most likely paying by sacrificing characters which help me keep their board clear, but still had energy left over to deal damage after they had exhausted payment options, I used one of my opponents Green Goliath against him to do half his life in damage in one turn with a little help from SR Emma Frost, Kingpin doing 6 and Emma doing 4 damage. This card has a lot of potential. I advise play testing it for sure.
      I've seen some excitement here about Blink as an action remover, is anyone using the Namor Uncommon from UXM? Since that's the one with the Avengers affiliation it also pairs nicely with some of the Captain America dice from AoU.