View RSS Feed

archivist

Defenders Team Pack Review

Rate this Entry
You may have read my previous set reviews on DiceAnon. Since this set has been spoiled, (check the Double Burst broadcast at http://ktdata.net/dice-masters/doubl...pack-reaction/ to see the card images) here is my review for the Defenders Team Pack.

Note: In the Analytics portion, the comments are a comparison to the applicable Purchase Cost (PC) of all the released character cards to date. This takes the sum of all 3 levels of that particular attribute from that character die. For example, the averages for the attributes of a 4 PC character card are:
A value = 10.15 (or range 10 – 11)
D value = 10.57 (or range 10 – 11)
Total Fielding Cost (TFC) = 3.14 (or range 3 – 4)

This comparison is provided so you can see the strengths or weaknesses of that card 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.

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.

The number in parenthesis after the subtitle is the character card’s PC.

General Notes and Quick Overview:
- there are no action cards in this Team Pack
- none of the cards have a Global Ability
- new affiliation (Defenders)
- no new Keywords
- one new character (Hellcat)
- Top 3 cards: Hellcat – It’s Patsy, Iron Fist – Pulling Punches, and Loki – Sibling Rivalry


Clea Defenders
General Comments, Analytics: The TFC is higher and the A values are above the averages for a 6 cost card.

Mistress of the Dark Dimension (6)
While Clea is active, deal 1 damage to your opponent whenever they field a [bolt] or [mask] character die.
Comments: The PC is high, but if you happen to be against bolt or mask teams (e.g. mask Ring team) this card will definitely impact your opponent.

On Stranger Tides (6)
While Doctor Strange is active, Clea cannot be damaged.
Comments: Given her high attack values, this ability will shield her die until you are ready to strike. Drawbacks: the PC and TFC are too costly.

Star Crossed (6)
While Clea is active, when you assign blockers, you may declare target character die blocked without assigning it a blocker.
Comments: This ability provides you a ‘phantom blocker’. This can be a very useful tactical tool.


Doctor Strange Defenders

Book of the Vishanti (7)
While Doctor Strange is active, whenever you use a non-continuous action die, create a copy of its effect. You may choose new targets for the copy.
Analytics: The A and D values are above the averages for a 7 cost card.
Comments: Need another instance of that key action die without paying the cost, here you go. It’s getting two action dice effects for the price of one. This is a card well worth the cost. However it may take you too long to get fielded before you can effectively use this ability. Great end-game ability.

The Doctor is In (7)
While Doctor Strange is active, whenever you or character dice you control are damaged, you may move an action die from your Used Pile to your Prep Area.
Analytics: The A and D values are above the averages for a 7 cost card.
Comments: Too costly for the ability, especially compared to what you get for 7 cost with the Book of the Vishanti version.

Shields of the Seraphim (6)
While Doctor Strange is active, when you use an action die, you may put it into your bag at the end of turn, instead of into the Used Pile.
Analytics: The A and D values are above the averages for a 6 cost card.
Comments: If your strategy relies on the use of action dice, this card may be worth including in your team build.


Hellcat Defenders
General Comments, Analytics: The A and D values are above the averages for a 3 cost card.

It’s Patsy (3)
When fielded, name target opposing non-Sidekick character, replacing all previous choices. While Hellcat is active, deal 2 damage to your opponent the first time they field that character die.
Comments: Great die against those teams that rely on consistent fielding a die (e.g. Elf Thief or Dwarf Wizard). I consider this a Top 3 card in this Pack.

Hell’s Belle (3)
When fielded, name a die, replacing all previous choices. Your opponent cannot purchase that die next turn.
Comments: While a cool ability, the timing needs to be right to effectively employ.

Demon Sight for Sore Eyes (3)
While Hellcat is active, your opponent must pay [1 energy] more to purchase Basic Action dice.
Comments: This energy tax effect can disrupt your opponent if their strategy relies on using Basic Action dice.


Hulk Defenders
General Comments, Analytics: The D values are above the average for a 7 cost card.

Banner’s Not Home (7)
Whenever Hulk is dealt combat damage, deal damage equal to his A to another target opposing character die.
Comments: A great character removal ability, especially at levels 2 & 3. However, this is an easily countered ability, not worth the high PC. But if you do use this card, include a taunt ability in your team build as well.

Emerald Dawn (7)
When Hulk attacks, you may pay [1 shield]. If you do, Hulk cannot be blocked by fewer than two character dice.
Comments: This is a too costly and mediocre ability.

All the Rage (7)
While Hulk is active, whenever one of your character dice is KO'd, deal 1 damage to your opponent.
Comments: There are less expensive cards that produce the same effect.


Iron Fist Defenders
General Comments, Analytics: The TFC is lower and the D values are below the averages for a 5 cost card.

Healing Hands (5)
During the Attack Step, if you have [mask] in your Reserve Pool, Iron Fist gets +2A.
Comments: This ability gives Iron Fist A values of 568 – well above the average for a 5 cost card.

Pulling Punches (5)
When Iron Fist attacks, deal 1 damage to each opposing Sidekick. While Iron Fist is active, your opponent is dealt 1 damage for each Sidekick KO'd by this effect.
Comments: Great ability against Sidekick walls and low D value Ally character dice. Combine with Distraction or Blink-Transmutation to prevent your opponent from building such walls. A Top 3 card in this Team Pack.

Holding Back the Storm (5)
As long as you have not fielded any character dice this turn, Iron Fist has +3A.
Comment: This ability gives Iron Fist A values of 679, but this is not enough to choose over the Pulling Punches version.


Jessica Jones Defenders
General Comments, Analytics: The A values are above and the D values are below the averages for a 5 cost card.

Mother of the Year Award (5)
Whenever Jessica Jones deals combat damage and is not KO'd, draw a die from your bag and add it to your Prep Area.
Comments: Mediocre ability for the PC.

Ladies’ Night (5)
Jessica Jones gets +1A and +1D whenever one of your character dice is targeted by a Global or character ability (until end of turn).
Comments: A situational ability that is useful when you want to attack with Jessica. You could use Global or character abilities on your own dice to buff Jessica.

Redeemed (5)
Jessica Jones cannot be targeted by opposing Global or character abilities.
Comments: This ability is on other cards - nothing else special about it.

Loki Villains

Paper Throne (6)
When fielded, gain control of target character die with a level lower than Loki until end of turn. Return the character die to your opponent's Field Zone at the end of turn (regardless of location).
Analytics: The A values are below and the D values are above the averages for a 6 cost card.
Comments: A situational and costly ability that is useless if you field Loki at level 1.

Sibling Rivalry (5)
When Loki blocks or is blocked, all character dice blocking or blocked by Loki lose their character abilities until end of turn.
Analytics: The A values are below and the D values are above the averages for a 5 cost card.
Comments: With D values of 567, this is a robust die. Great ability to combine with a taunt effect to neutralize an opponent’s key character die. I consider this a Top 3 card in this Pack.

Master of Delusion (6)
When fielded, name an energy type, replacing all previous choices. While Loki is active, dice of that energy type cost [1 energy] more to purchase and field.
Analytics: The A values are below and the D values are above the averages for a 6 cost card.
Comments: This is the same ability as on Lex Luthor – Citizen of Metropolis from the World’s Finest set, but with a higher PC and TFC.


Luke Cage Defenders
General Comments, Analytics: The A values are below and the D values are above the averages for a 5 cost card.

Harlem Raised (5)
If Luke Cage is blocked, you may reroll him. If you rolled a character face, Luke Cage gains Overcrush, otherwise, move this die to the Field Zone at level 1 (he is no longer attacking).
Comments: This would be a better ability is his die had better A values, although if you roll a level 3 this can be potent. You’ll need to combine with abilities that buff A values to optimize his ability.

Always Forward (5)
While Luke Cage is active, other [Defenders] character dice get +1A and +1D.
Comments: Obvious card to include on any Defenders team build.

Street Sweeper (5)
While Luke Cage is active, other [Defenders] characters cost [1 energy] less to purchase. Whenever you field another [Defenders] character die, draw a die from your bag and add it to your Prep Area.
Comments: Depending on your team tactics, it’s a toss-up between including this card or the Always Forward version in your team build.
Tags: None Add / Edit Tags
Categories
Uncategorized

Comments

  1. jigsawhc's Avatar
    Thanks for the review! Always great!