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Two Sides To Every Street!

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Hey everybody, and welcome back! Apologies for being gone for so long, but I have always felt that I shouldn't make a new entry unless I have something worthwhile to say. This entry may be a little shorter than most because it has to deal more with the psychological aspect of this game. I will have no card pictures, nor will there be many card combos mentioned.

To set the premise of this entry I will state a quote often used by my martial arts instructor, and by extension, myself. He always says there are two sides to every street. Now, most of us have heard this before, but how many of us have actually applied it? I can attest that I did not until about three or four years ago. Now, how in the world does this apply to Dice Masters you ask? Well, here are some examples that may get those gears turning.


We all know what ramp is. We all love what ramp does for us. But, so does our opponent. When you think about winning a game, it is a power struggle. If you can upset your opponent's power enough so that yours is greater, you win. In the case of ramp, you likely ask yourself "how can I speed up my purchasing?" or "what is an effective way to ramp with this team?". However, have you given consideration to the other side of the street? Questions like "how can I slow down my opponent's ramp" or "what can I do to break my opponent's ramp?" hold a lot of value. They offer you a different way to structure your team based on that concept.

Picture if you will a seesaw (or teeter totter if you wish). The seesaw is balanced with a weight called "ramp" on each side. Each weight isequidistant from the center of the seesaw. As the game progresses, your weight moves according to your increase or decrease of ramp. Bring PXG? Your weight and your opponent's weight moves closer to the outside of the seesaw. Drop a Jinzo after this? Your opponent's weight stays in place and yours moves further out.

Now, imagine that you brought a team that utilizes abilities to disrupt your opponent's ramp. Instead of your weight moving towards the outside of the seesaw, you are forcing your opponent's weight towards the center of the seesaw. In this instance, you are still ahead of your opponent in ramp, albeit in a different manner. You took the other side of the street, seeing the photo negative of the situation. This opens doors for team composition. You are increasing your ramp by decreasing theirs.


This one is a bit more obvious. If you have more characters on the board, you have a greater chance of winning. Not necessarily because of numbers, but because you have more options to use those characters in different combinations. Retaliation is a great example of this. Get a huge wall of characters out with Black Manta, and KO Black Manta. Boom, massive direct damage from all those villain characters in the field.

The converse of this, you ask? Preventing your opponent from fielding characters, AvX Loki, DCJL Joker, and even characters that capture other dice fall into this. If you can decrease your opponent's board presence, you are effectively increasing yours. If we brought back the seesaw analogy, we would see your weight moving further to the outside while your opponent's weight would stay still or move towards the center.


This relates to combat and direct damage. The more damage you can do to an opponent, the greater chance you have of winning. Whether that damage is direct or combat makes no difference. It also makes no difference what mix of damage you have as long as you have more than your opponent. The other side of this is to prevent damage. This is part of why Human Paladin has seen a surge in popularity is because he allows you to not have to compete for who has the most damage as much. If you can decrease the amount of damage your opponent deals, then you are effectively increasing yours.

Dice Rolls

Finally, we have dice rolls. You could say this falls into the ramp category, but I believe it deserves its own spot due to its ability to affect action dice, characters, and energy alike. We are familiar with dice that allow you to draw or prep more. Examples include the Resurection BAC, AvX Gambit, and AvX/AoU Beast. These characters allow you to roll more dice during your turn. But, what if I told you that hampering your opponent's dice rolls is just as effective. Uncommon Red Skull from AoU is a prime example of this and is a fantastic card in its own right. Your opponent basically chooses whether their weight moves closer to the center of the seesaw, or yours moves further away. Pair this with a BEWD global, and you got yourself a card that can constantly shift the weight of the seesaw, and potentially the game. Rare Kang from AoU also works wonders as they must pay life to re-roll their dice.

Putting it all Together

In closing, all of the above items work together in order to form a series of weights that you can check. Do you allow your opponent to ramp, but not have many characters on the field? Do you allow them to field lots of characters, but prevent a lot of damage? Asking yourself these questions can go a long way to figuring out your win condition and also allow you to combat your opponent's win condition. Teams generally cannot be perfect at everything, but knowing your strengths and weaknesses (read: checking your weights) can go a long way to figuring your win condition out as well as your team synergy.

Thanks for bearing with me through this wall of text today, and as always, keep on rollin'!

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