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TMNT 2 Set Review

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You may have read my previous set reviews on DiceAnon. Since this set has been spoiled, here is my review for the TMNT 2 set.

Note: In the Analytics portion, the comments are a comparison to the applicable Purchase Cost (PC) of all the released character cards to date against the average range sum of all 3 levels of those particular attributes on character die. For example, the averages for the attributes of a 3 PC character die are:
A value = 7.88 (or range 7 – 8)
D value = 8.29 (or range 8 – 9)
Total Fielding Cost (TFC) = 2.22 (or range 2 – 3)

For A and D values, being above the average is good; below the average is undesirable.
For TFC, being lower than average is good; higher than average is undesirable.

This comparison is provided so you can see the strengths or weaknesses of that character die relative to other cards within that purchase cost. If there is no comment on a particular attribute, it means that attribute falls within the average range.

Character Cards

April
Analytics: The A values are below the average for a 2 cost card.

No Mere Damsel: Has the Ally keyword, which synergizes with Sidekick effects. Also has the Turtle Power keyword, which enables TMNT affiliated characters to be purchased for less. This keyword does stack, so the more Turtle Power character dice that are active, the less future TMNT character dice are to purchase. If running a TMNT team, this card must be included. I would also say this is the preferred version over the cards from the first TMNT set because of the Turtle Power ability.
On the Scene: Has the Ally keyword, which synergizes with Sidekick effects. Provides an A/D bonus to TMNT characters when engaged (either while blocking or being blocked) with the limitation that the engagement be with Villains. While this ability boosts the level 3 values of Metalhead to A7/D8, I’d rather purchase him for less. Prefer the “No Mere Damsel” version.
Sixth Sense: Has the Ally keyword, which synergizes with Sidekick effects. This ability makes April very hard to KO once you have a few TMNT character dice fielded. But until you get to that point, she is rather vulnerable at her 1 & 2 levels. Prefer the “No Mere Damsel” version.


Casey Jones

Penalty Box
Analytics: The A values are above the average for a 2 cost card.
Ability: Combine with a taunt effect (force-to-attack or block) on an opposing Sidekick for reliable life gain. The Global Ability on this card provides such a taunt effect. A good low-cost fist character die to include on those bruiser fist teams.
Broken Home
Analytics: The A values are above the average for a 2 cost card.
Ability: Good defensive die against rush attacks from low cost characters (especially Guy Gardner teams). If your strategy is Control and you need to survive for enough time to get your engine in place, this is a good card to include in your team build.
Goongala! Goongala!
Analytics: The A values are above the average for a 3 cost card.
Ability: Has some utility when your opponent does not have a strong defense in place (i.e. only Sidekicks). He can be optimized with effects that provide A value bonuses. Somewhat situational, there are better versions to use in this character set. Overall, the Lunatic Vigilante version from the first TMNT set is a better 3 cost card for this type of ability, since that version cannot be blocked by Villains as well as Sidekicks.


Donatello
Analytics: The D values are below and the TFC is lower than the averages for a 5 cost card.

Intellectually Inclined: Good synergy on a bolt energy team, where there is a greater likelihood you’ll have bolt energy available to trigger his effect. This ability helps clear a chump blocker before it is assigned to block, weaken a potential blocker that is on par with Donatello or inflict some direct damage. This die fits well into aggressive TMNT teams.
Technologic: This ability is only effective when you have other TMNT characters active. May be too slow to establish and not as a desirable of a card against other versions of this character.
Notice Me!: Has the Turtle Power keyword, which can help reduce future TMNT character dice costs. I’d rather stick with April to do this and use another version of Donatello, such as The Mad Scientist from the first TMNT set.


Foot Ninja
Analytics: The A and D values are below and the TFC is lower than the averages for a 3 cost card.

Shinobijutsu: Has the Swarm and Ally keywords. If you want a bolt energy character with Swarm, the more economical card is the Shredder’s Army version from the first TMNT set. This card does have another ramp effect, but it is dependent on having Shredder active, which may take too long to set up given the purchase cost of that character.
Stick to the Shadows: Has the Ally keyword. This ability is only effective if you attack with 2 or 3 Foot Ninjas, and even then, you are doing only 2 or 3 direct damage, which can easily be redirected (e.g. with Ronin). There are better choices within this character set. This card does make an interesting combo with Shredder – False Bushido (refer to that card).
Glassed Jawed: Has the Ally keyword. This ability is a clever way to get a level 3 Foot Ninja into the Field Zone that replaces the one that was KO’d. Too many things to have to be in place to consistently apply this ability. There are better choices within this character set.


Hamato Yoshi

Protective Parent
Analytics: The D values are above, the TFC is lower and the A values are below the averages for a 6 cost card.
Ability: This ability can easily be minimized by blocking with a Sidekick; too expensive of a card to be effective.
Unknowing Teacher
Analytics: The D values are above and the TFC is lower than the averages for a 6 cost card.
Ability: Combine with a force-to-attack taunt to trigger as necessary. This is a good counter against character dice with Overcrush, or against those dice that your opponent wants to boost after blockers are declared. His 789 D values make this die very durable. However, being a PC = 6 may make getting this character die in the field problematic.
Shidoshi
Analytics: The D values are above, the TFC is lower and the A values are below the averages for a 7 cost card.
Ability: This card is way too expensive for the ability it brings. It is great for a game ending assault, if you can get this die in position quickly and have the other necessary attacking dice in place. On the Global Ability, paying 2 energy to apply 1 damage to a blocker is not economical.


Karai
Analytics: The D values are below the average for a 4 cost card.

Dark Lineage: This card works well against aggressive Sidekick/Ally teams, or tactics that benefit from attacking with Sidekicks (e.g. Bard teams). However, the poor D values make this a vulnerable card to counter effects.
Torn Between Two Worlds: Mediocre ability for a PC = 4, especially as a “when fielded” effect. Prefer the Dark Lineage version.
Uneasy Allegiance: Wong – Faithful Servant, with a lower PC, also provides this effect – and he is also a fist energy character.


Leatherhead

Exposed to Mutagen
Analytics: The D values are above and the TFC is lower than the averages for a 5 cost card.
Ability: This card won’t see play beyond an inter-TMNT game. Besides that, this ability can stymie the combat effectiveness of a TMNT character, but not the character abilities, since they are applied when declared as attackers or when attacking.
Transmat Engineer
Analytics: The D values are above, the TFC is lower and the A values are below the averages for a 6 cost card.
Ability: Pretty much the same comments as the Exposed to Mutagen version. Difference is this ability can be applied to all TMNT characters
I Guarantee!
Analytics: The D values are above and the TFC is lower than the averages for a 5 cost card.
Ability: A conditional Control ability that, again, is only effective against TMNT affiliation cards. Most effective against Metalhead and any Turtle team-ups.


Leonardo
Analytics: The A values are above and the D values are below the averages for a 5 cost card.

Plight of the Eldest: Good ability to remove or weaken many potential blockers, or deal direct damage. Paying 1 fist to do 2 damage is an economical choice. Although the PC is on the higher side, this card does fit well into a bruiser fist energy team.
Fearless Leader: Has the Turtle Power keyword, which can help reduce future TMNT character dice costs. I’d rather stick with April to do this and use another version of Leonardo.
Multifolded Steel: All things being equal, I’d rather use the Plight of the Eldest version to deal direct damage to an opponent.


Metalhead

Rouge Robot
Analytics: The D values are above the average for a 5 cost card.
Ability: This card works nicely within a TMNT team, making him a bruiser (e.g. with 3 other non-Metalhead TMNT dice, he becomes A = 678 / D = 789. Will not see play in any other team format.
Dissociative Identity
Analytics: The A and D values are below the averages for a 6 cost card.
Ability: The die makes your Turtles unblockable. Definitely a card to include if you are running a TMNT team, even with a PC = 6 (which April or other Turtles with Turtle Power can reduce).
Upgrading the Arsenal
Analytics: The D values are above the average for a 5 cost card.
Ability: While it is nice to deal 3 to 5 damage to a Villain character die, if running a TMNT team, I’d prefer the other versions. However, since this card in not dependent on using other TMNT characters, it would be a nice inclusion to a team that expects to be going up against a Villain team. This ability can be augmented with effects that boost its A value. Main drawback is the ability is a “when fielded” effect, and with a TFC = 112, his survivability could be problematic.


Michelangelo
Analytics: The D values are below the average for a 5 cost card.

Insatiable Appetite: Good ability to remove or weaken many potential blockers, or deal direct damage. Paying 1 mask to do 2 damage is an economical choice. Although the PC is on the higher side, this card does fit well into a mask energy team that needs some combat punch.
Booyakasha! Has the Turtle Power keyword, which can help reduce future TMNT character dice costs. I’d rather stick with April to do this and use another version of Michelangelo.
Chuck and Chuck II: The Sequel: This card is most effective only on a TMNT team. Good way to eliminate a problematic Villain character die and has the additional benefit of sending that die to the Used Pile instead of the Prep Area.


Raphael
Analytics: The D values are above, the TFC is lower and the A values are below the averages for a 5 cost card.

Nightwatcher: Good ability to remove or weaken many potential blockers, or deal direct damage. Paying 1 shield to do 2 damage is an economical choice. Although the PC is on the higher side, this card does fit well into a shield energy team that needs some combat punch.
Controlling His Temper: Has the Turtle Power keyword, which can help reduce future TMNT character dice costs. I’d rather stick with April to do this and use another version of Raphael.
Second Son: This card is most effective only on a TMNT team. Protects your other TMNT character dice from being targeted by Action dice and Global Abilities. If running a Turtle team, this is my preferred version to include.


Renet Tilley
Analytics: The D values are below the average for a 3 cost card.

Apprentice Timestress: Good card to include on a team to mitigate that occasional bad roll on a die.
79th Dimension of Null-Time: This card has its uses if you need energy instead of an action face.
Impeccable Timing: This is a clever ability to reroll a particular die that misfired on a previous turn or to cycle an essential die faster.


Shredder

Scarred
Analytics: The A and D values are above the averages for a 6 cost card.
Ability: If you deal with opponents that use several Global Abilities in their team builds, this is a nice Control card to impose a life-tax every time they use those abilities during a turn. Drawback is this is a “when fielded” effect, which decreases its potency.
Dining on Turtle Soup!
Analytics: The A and D values are above the averages for a 6 cost card.
Ability: This card combines well with taunt effects. With A and D values of 468, at the higher levels he’ll be a hard die to KO and will most likely KO many other dice engaged with him. Especially effective against Sidekicks.
False Bushido
Analytics: The TFC is lower and the A and D values are below the averages for an 8 cost card.
Ability: This card’s ability enables you to ‘flood the zone’ with all of your Foot Ninjas (provided they’re in the Used Pile) and 2 Sidekick dice, but this card has several drawbacks: takes away the ability to Swarm (if able); the Ninjas are at level 1, which have A & D values the same as a Sidekick die; it’s a “when fielded” ability; neutralizes the Foot Ninja – Shinobijutsu and Glass Jawed abilities, and is too expensive at PC = 8. However, it does set-up the Stick to the Shadows and Ninja Syndicate versions of Foot Ninja.


Slash
Analytics: The A values are above and the TFC is lower than the averages for a 5 cost card.

Specimen 6: This is somewhat of a Fast keyword ability in that Slash can target his A value to a character die not blocking him before that blocker does combat damage, potentially KO’ing that blocker, or target a die that your opponent did not want to risk losing by not engaging in combat. Combine with a force-to-block taunt to trigger the effect, then selectively target a problematic opposing character die. Maximize his ability with effects that provide A bonuses.
Portal from Dimension X: With D values of 445, Slash is difficult to KO in combat and may be problematic if you use self-KO’ing effects (e.g. Fabricate) because of his fielding costs.
Never Liked the Name “Spike”: This card’s ability could deal a big direct damage hit to your opponent. Only problem is there are too many things that must be aligned to applying this ability consistently. This ability works better when you can control the timing of KO’ing Slash simultaneously with having plenty of energy in your Reserve Pool. Here’s where Renet Tilley – 79th Dimension’s ability comes in handy.


Tiger Claw

Lost Humanity
Analytics: The D values are below than the average for a 7 cost card.
Ability: Board-clears your opponent’s Sidekicks and any other low D value character dice in one fell swoop. At a PC = 7 and a TFC of 5, this die is uneconomical to deploy consistently.
Kraang Experiment
Analytics: The A values are above and the D values are below the averages for a 6 cost card.
Ability: An expensive way to remove a level 1 or 2 character die. There are other more economical cards that can perform this ability.
Seeking Vengeance
Analytics: The A values are above and the D values are below the averages for a 6 cost card.
Ability: Combine this with a “remove from the Attack Zone” ability and you have a consistent direct damage generator. Unfortunately, the Distraction and Blink-Transmutation BACs are unavailable in the PDC Prime construct.


Triceraton

Cretaceous Crusher
Analytics: The A and D values are above than the averages for a 4 cost card.
Drawback: It’s a 4 cost BLANK card.
Orders from Captain Zorax
Analytics: The D values are below than the average for a 5 cost card.
Ability: This ability gives Triceraton A values of 678, making for a nice addition in a fist energy bruiser team.
Loyal to a Fault
Analytics: The D values are below than the average for a 5 cost card.
Ability: This card has the Overcrush keyword. With average A values, there are other cards that optimize this ability for more damage.


Basic Action Cards

Haymaker: Same ability as Anger Issues. The Global Ability can be found on other BACs (e.g. within the PDC Prime construct, Too Big To Fly from the Civil War set).

Ingenious Tactics: This BAC is one to consider if you are running a straight-forward “hack and slash” attack team. It is expensive at a PC of 5, but may be worth it within this strategy. The Invulnerability BAC provides a similar effect at a lesser PC, however that card cannot be used in the PDC Prime construct

Momentum: This BAC allows you to regain those dice that were put into the Prep Area by effects such as Lockjaw – Fiercely Loyal. Its Burst Ability provides a ramp effect as well. With a PC = 1, I expect this card to be on many teams. This card’s PC enables a player going 1st to purchase it and either a 2 cost die, or purchase two and Rip Hunter global one of them into the Prep Area.

Mutation: This card is the same as Polymorph. Now these Action and Global Abilities are available in the PDC Prime construct.

Mysterious Shredder Transport: This is a situational character die removal ability that is best used when you have a Sidekick and your opponent only has fielded a die that is giving you problems (e.g. Lockjaw or Static). Since it is a sacrifice, the character dice go to the Used Pile.

Nefarious Broadcast: This BAC is one that you consider using in the Attack Step, especially if your opponent wants to apply A/D bonuses to their character dice. It is also effective against ‘prevention’ (e.g. Long Live the Resistance global) or taunt effects that your opponent must apply during the Main Step.

Speedy Delivery: You’ll need to be careful when applying this BAC ability because of the spin-up effect. Other than that, it is a straight-forward force-to-attack taunt. The Global Ability has the same effect as Haymaker’s global, only requiring bolt vice fist energy instead - which is the same as the global on the Invulnerability BAC.

Splinter’s Teachings: The Global Ability is the same as the Transfer Power global. The BAC ability is an effective way to cycle a character die faster. If you have a lean bag management style, this is an Action die that can greatly enhance your cycling technique.

Reclaim: This low cost BAC combines well with abilities such as those on X-23 – Blades of Rage.

Unstable Container: A reincarnation of the Magic Missile BAC, except it is considering TMNT characters vice Adventurers. Within the PDC Prime construct, now there’s a more efficient way to trigger the abilities of Batgirl, Lady Bullseye or Superman.

Updated 02-21-2017 at 11:19 AM by archivist

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Comments

  1. Jwannabe's Avatar
    Thanks, for the writeup! I was very interested in the #s you crunched. I usually evaluate the stats based on experience and some of the #s were better than I thought. It was nice to have definitive information.
  2. IsaacBV's Avatar
    nice job @archivist . Solid write-up and assessment. You are the go-to DM stats man!
  3. m4ster-p's Avatar
    I don't entirely agree with your assessment of Karai - Uneasy Allegiance; Wong - Faithful Servant gives +1/+1 to ALL SKs, not just your own. In addition, Wong - Expert of Kamar-Taj is an all-star in any SK-focused team, so I'd prefer to add Karai to such a team to boost my Wong. Outside of Prime Karai can be compared to Green Goblin - Goblin Lord (Green Goblin is better, because of lower PC, lower TFC and better defense, but you might want to run a different version of him), Angel - Inspiring (better PC, TFC and defense, but I prefer static bonuses), Captain America - Natural Leader (I think I prefer Karai, because the TFC on Cap is hefty, though Cap is a lot less fragile) and Stargirl - Courtney Whitmore (fielding costs are slightly better than Cap, but still 2 sides with 2 fielding is not ideal) (technically you could add Professor X - Trainer to the list, but he has a higher PC and brutal fielding costs, but I play him for the global anyway). I have an, admittedly casual, flying sidekicks team and I'd certainly consider Karai for it, but my main concern would be the low defense.
  4. archivist's Avatar
    @m4ster-p Appreciate your comments. These are good points. As you stated, the focus would be on a Flying Sidekicks type team. If using Falcon - Recon, since your Sidekicks cannot be blocked, enabling the +1A/+1D bonus to your opponents Sidekicks is not too much of a drawback (unless of course they are running a Flying Sidekicks team).

    While Wong – Expert of Kamar-Taj costs one less to purchase than the Faithful Servant version, having the Fast keyword is unimportant in a Flying Sidekicks team (since he cannot be blocked). Hence, for the additional 1 in PC, I’d rather include Faithful Servant, which gives the +1A/+1D to my other Sidekicks.

    The primary difference between Karai and Wong is the costs. Karai has a higher PC and a higher TFC. While Karai’s A values are higher (344 vice 234), it is not significant enough to merit the more expensive card, especially in a Flying Sidekick team where you want to establish quickly your attack engine. Also, this A value difference is offset by the additional A value Wong's ability gives to your other attacking Sidekicks.

    While the other cards you cited are good tech, we must keep in mind that they are unavailable in the PDC Prime construct and potentially may be totally unavailable if future set rotations are announced.

    Although she's too expensive, Shannon Carter - Captain America of Earth 81223 is the ultimate support in a Flying Sidekicks team build (and she's PDC Prime legal).