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Batman Set Review - Part 2

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Now that the Batman Set has been released, here is the review of the remaining cards not covered in Part 1.

Rather than go through every card, I’ve adjusted this review to cover those cards that have a specific type of ability or attribute that is usually desirable in play or team building. This entails those cards that provide Control, Direct Damage, Die Removal, Ramp/Churn, Cost Reduction effects, are Unblockable, requires your opponent to pay or lose life, or have above average A/D values. Also, at the end of this article I’ve commented on 6 additional cards that have other noteworthy abilities.

The letter in parenthesis after the sub-title is the card’s rarity.

New Keywords:
Boomerang – Applicable to Action dice. After using this die, roll it. If you roll an [Action] Face, add it to your Prep Area.

Common Ground – Similar to Teamwork, in this ability the character die must be attacking to activate.

Gadgetteer – Pertains to Action dice: when applicable character die attacks, you may roll an Action die from your Used Pile. If you roll an [Action] face, you may field it.

Flip – Applicable to those cards with abilities on both sides. Comments:
• Each card with the Flip keyword has two affiliations you must manage. This expands your capabilities and opens you to counters with effects that are affiliation depended.
• All applicable card and dice characteristics, except affiliation, are the same on both sides.
• Associated tech that synergizes or affects the Flip keyword:
• Bat Signal (all versions): enables another of your character cards to be Flipped
The Penguin – Old Money, New Crime: prevents Flip
Two-Face – Fair is Fair: gain life or do direct damage to opponent when a is flipped
White Lantern Hal Jordan – The Will to Live: has an effect (direct damage) applied when another character card is Flipped


Control
Preventing or limiting your opponent from doing something, taking control of their dice, forcing them to do something they don’t want to do, or paying an additional cost or taking damage when they want to something.

Batman - Always Prepared (R)
(a) Flip (At the beginning of your turn, you may flip this card to its other side.)
When fielded, your opponent must reroll their active [Villain] character dice.
(b) Flip (At the beginning of your turn, you may flip this card to its other side.)
When fielded, your opponent must reroll their active non-[Villains] character dice.

Control Effect: dice manipulation, forced reroll
Comments: Forced rerolls of active character dice is a very potent effect. While it can put your opponent in a better position (e.g. level 1 dice roll to level 2 or 3), it is more likely the result puts your opponent is a worse position, especially if they have a Sidekick wall. It is also a way to potentially remove character dice from a forced reroll (especially those like Alfred Pennyworth without giving them a chance to return in that same turn). The only drawbacks are this is a “when fielded” effect and Batman’s TFC of 6 is high. But despite these drawbacks, expect it to be in many team builds.

Batwoman - Code of Honor (U)
(a) Flip (At the beginning of your turn, you may flip this character to its other side.)
Common Ground - Batwoman can't be blocked if she attacks with at least one [Villains] character die.
(b) Flip (At the beginning of your turn, you may flip this character to its other side.)
Batwoman can't be blocked by non-[Villains] character dice unless the defending player pays [1 energy] for each blocking character die.

Control Effect: prevents combat engagement unless your opponent pays energy (energy tax).
Comments: As a conditional unblockable effect, the (a) side gives you a potential to do 3 to 5 points of direct damage. The (b) side is an energy-tax effect, requiring your opponent to adjust to your attack in ways they may not want to.

Big Barda – Miraculous Escape (R)
Big Barda cannot be KO'd by combat damage.

Control Effect: limits or reduces damage.
Comments: Combine with an Overcrush effect and you force your opponent to have to deal with this die else their defensive line will erode. The other alternative is not blocking her and dealing 3, 4 or 6 damage each attack (more if you combine her with an A value buff effect). Hard counters: Transfer Power/Mystic Box global (Golden construct), Splinter’s Teachings global (Modern construct).

Huntress - Cry For Blood (R)
(a) Flip (At the beginning of your turn, you may flip this card to its other side.)
Huntress cannot be blocked by Sidekicks.
(b) Flip (At the beginning of your turn, you may flip this card to its other side.)
Huntress cannot be blocked by Sidekicks.

Control Effect: prevents blocking.
Comments: Most effective in the early game when your opponent may not have any non-Sidekick character dice deployed. Since the ability is the same on both sides of each card, the only tactical considerations are if you want a Batman Family or Villain affiliation on the face-up side (applicable with the abilities of Batwoman – Kate Kane/Code of Honor) or an ability is triggered when one of your cards is flipped (applicable with White Lantern Hal Jordan).

Jervis Tetch - Malice in Wonderland (R)
When Jervis Tetch attacks, gain control of target opposing character die with purchase cost of 4 or less. That character die must attack this turn (if able).

Control Effects: take control of an opposing character die; taunt
Comments: This is a good die to take control of your opponent’s “when attacks” or high A value character die, or a die that has a problematic “when blocks” ability, to remove them from triggering during your attack. Expect this card to be used frequently.

Mr. Freeze - For Nora (R)
When Mr. Freeze takes combat damage, put a Stun token on any opposing character card. (Stunned character card's dice cannot attack or block. The card's owner can pay [2 energy] any time they could use a Global Ability to remove a Stun token.)

Control Effects: prevents combat engagement unless your opponent pays energy (energy tax).
Comments: The uncommon version, combined with a taunt effect, is a more dependable application of this ability.

Nightwing - Escrima Sticks (C)
(a) Flip (At the beginning of your turn, you may flip this character to its other side.)
While Nightwing is active, the first action die you purchase each turn costs [1 energy] less.
(b) Flip (At the beginning of your turn, you may flip this character to its other side.)
While Nightwing is active, the first action die your opponent purchases each turn costs [1 energy] more.

Control Effect: energy tax
Comments: The (a) side provides energy economy, while the (b) is a pesky energy tax effect that can be disruptive to your opponent (especially for those 4 & 5 cost Action dice).

Rip Hunter – Timeline Protector (R)
While Rip Hunter is active, you may prevent the first instance of damage to you each turn (if you take multiple instances of damage at once, you choose one to prevent).

Control Effects: limits or reduces damage.
Comments: While a nice ability, this card’s purchase cost is too expensive for the results.

Talia al Ghul – Forbidden Love (C)
(a) Flip (At the beginning of your turn, you may flip this character to its other side.)
While Talia al Ghul is active, your non-[Villain] character dice may not attack.
(b) Flip (At the beginning of your turn, you may flip this character to its other side.)
While Talia al Ghul is active, your [Villain] character dice may not attack.

Control Effects: prevents attacking.
Comments: By controlling your character dice, this ability prevents your opponent from using force-to-attack (taunt) effects on your dice.

The Penguin - Fowl Play (U)
When fielded, target [Batman Family] card loses all text (until end of turn).

Control Effect: blanks card text.
Comments: This card is a “Prismatic Spray” effect for a Batman Family character card. Being a “when fielded” ability makes the application of this ability situational. This will be most useful in Draft; in the Golden format, use Prismatic Spray.

Two-Face - Dent’s Not Here (U)
(a) Flip (At the beginning of your turn, you may flip this card to its other side.)
When fielded, spin all [Batman Family] character dice down one level.
(b) Flip (At the beginning of your turn, you may flip this card to its other side.)
When Two-Face leaves the Field Zone, spin all [Villains] character dice down one level.

Control Effect: manipulates an opponent’s dice (spinning down)
Comments: The (a) side is a nice way to reduce the potency of any Batman team build you may face. The (b) side works against Villains. Either way, it would be more effective to combine this card with tech that force-removes your dice from the field because it is a “when fielded” ability. Also, note that this ability affects your applicable dice as well.

Two-Face – Fair is Fair (R)
(a) Flip (At the beginning of your turn, you may flip this card to its other side.)
While Two-Face is active, whenever you flip a character card, if that character is active, deal 1 damage to target opponent.
(b) Flip (At the beginning of your turn, you may flip this card to its other side.)
While Two-Face is active, whenever an opponent flips a character card, if that character is active, you gain 2 life.

Control Effect, (b) side: If your opponent uses an ability, you receive a benefit.
Comments: Because of the impact in a Draft format, this is a desirable card because of the frequency of the Flip mechanism being used and the abilities applied. This is a natural pairing with Bat Signal’s burst ability – you not only can Flip a card at the beginning of your turn, but you can Flip another card in the Main or Action Steps when you can use Action dice. On the (a) side, that’s 2 direct damage to your opponent. On the (b) side, your opponent will have to consider the impact of their card Flips on your total life count. Multiples of 2 add-up fast, especially if it’s for life gain.

Two-Face’s Coin – Heads, I Win (U)
(a) [Villain] character dice you control gain +1A (until end of turn).
*/** Then, flip this card.
(b) Begin the game with this side face-down. Opposing non-[Villains] character dice get -1A (until end of turn). Then, flip this card.

Control Effect (b) side: subtracts from a die’s A value (de-buffing).
Comments: There are very few effects that reduce the combat values of a die. This one renders Sidekicks and other 1A character dice inert for applying combat damage. Decent card in Draft to thwart any Sidekick rushes.


Direct Damage
Inflicting damage directly onto your opponent.

Firefly - Watch the World Burn (R)
When fielded, you may pay X [bolt] energy. If you do, deal X damage to your opponent.
Global: Pay [bolt]. Once per turn, choose target [Villain] character die. When that die attacks, deal 1 damage to your opponent.

Comments: Another good card to have on a bolt team. The Global Ability is situational, you must be combating Villains, but this is a nice tactic to use against those opposing Villain characters that have “when fielded” or “when attacks” effects.

Orion - Astro-Force Powered Harness (R)
When fielded, deal 2 damage to your opponent. When Orion attacks, deal 2 damage to your opponent.

Comments: A nice ‘nick & scratch’ effect, but at a PC 7, too expensive and not a game-winner as are other PC 7 cards.

Parademon - For Darkseid! (R)
While Parademon is active, when a player draws one or more dice, deal 1 damage to that player.

Comments: Nice to counter the Gearing Up and Superhero Registration Act BACs used by your opponent, as well as doing 1 damage for each die drawn (especially potent against Swarm teams). However, the big drawback is this ability applies to both players, so you’ll be taking damage as well, although if you have Darkseid – Erasure active you can get around any damage from the BACs.

Two-Face - Fair is Fair (R)
Comments: See comments for this card in the Control section.

Utility Belt - Reinforced Steel Lining (R)
(a) Deal each player 1 damage for every Action die in their Field Zone.
*/** Then flip this card.
(b) Begin the game with this side face-down.
You may purchase an Action die with cost 3 or lower for free. Deal each player 1 damage. Then, flip this card.

Comments: This card may not help if your opponent doesn’t have any Continuous Action dice, and you’ll receive minor damage if you trigger side (a). But that, and 1 more damage, may be worth the cost to purchase for free a 3 or lower cost Action die. With all the pizzazz, this is rather costly to avoid spending up to 3 energy.

White Lantern Aquaman – The Right to Live (SR)
You may not use [?] energy to purchase this die, this text may not be ignored.
While White Lantern Aquaman is active, whenever your opponent fields a Sidekick, deal 1 damage to your opponent.

Comments: This ability will cause your opponent to pause, especially in the mid-late game, before fielding their Sidekicks. The is one way you can clutter-up their bag because it’ll cost them to get these dice out of the cycle by fielding them.

White Lantern Dove – The Awareness to Live (SR)
You may not use [?] energy to purchase this die, this text may not be ignored.
While White Lantern Dove is active, whenever a character deals damage to you, deal 1 damage to your opponent.

Comments: A mini-Vicious Struggle effect – a mediocre ability for a Super Rare card.

White Lantern Hal Jordan – The Will to Live (SR)
You may not use [?] energy to purchase this die, this text may not be ignored.
While White Lantern Hal Jordan is active, whenever you flip a character card, if that character is active, deal 1 damage to your opponent.

Comments: This card is a good complement to any Flip cards in your team build, especially those that have the same ability on either side (e.g. Catwoman).

White Lantern Superman – The Strength to Live (SR)
You may not use [?] energy to purchase this die, this text may not be ignored.
While White Lantern Superman is active, whenever an opposing [Villains] character die is KO'd, deal 1 damage to your opponent.

Comments: If you just happen to be facing a Villains team with several “when fielded” effects, and your opponent’s strategy is to use force-removal effects to cycle those dice, then this card will definitely put a crimp in their plans. Another trick, use an effect that puts the Villain affiliation on a die, applying it to your opponent’s Sidekicks or other non-Villain character dice before you attack or inflict any non-combat damage.

Die Removal
Forcing the removal of a die from the Field Zone.

Batman - Always Prepared (R)
Comments: See comments for this card in the Control section.

Two-Face’s Coin - Tails, You Lose (R)
(a) KO target character die you control and gain 1 life.
*/** Then, flip this card.
(b) Begin the game with this side face-down. KO target character die you control and target character die you don't control. Then, flip this card.

Comments: Note that this card is not affected by the Flip-effect abilities of Bat Signal, Two Face or White Lantern Hal Jordan because this is an Action card and all of the aforementioned card’s abilities affect character cards.
This ability is a way to cycle those dice with “when fielded” effects. If you have a few of those cards in your team build, and no other way to do a force-removal, this is a card you must consider. The (a) side also gives you a life gain.


Ramp/Churn
Effects that move dice into your Prep Area (ramp) or accelerate the moving of dice so you roll them more often (churn).

Bat Signal – Light Up the Night (C)
Continuous: Whenever you could use a Global Ability, you may send this die to the Used Pile to search your bag for a Batman die and roll it.
*/** Also, you may flip target character card you control.

Comments: This is a good low cost support die to include in a team build with Batman. The Continuous ability enables you to use this ability at the right time when you have a Batman die in your bag.

Batarang – Striking With Fear (R)
Spin up each of your [Batman Family] character dice one level.
Boomerang (After using this die, roll it. If you roll an [Action] Face, add it to your Prep Area.)

Comments: The Boomerang keyword provides the opportunity to move this die to the Prep Area after use. “Pick ur Poison” on which version to use based on your team build and strategy – they all are low cost and each has a decent ability:
While this is a neat ability, it may have diminishing returns if your Batman Family dice cannot be spun-up. This die is a way to get Dick Grayson – The Hero We Need off of level 1 or a Batman die off of level 1 or 2 if brought in by Bruce Wayne. This is a less expensive version of the Commission Gordon – Rallying the GCPD card. This is one card you must consider putting on a Batman Family team and especially pick-up in Draft if going for a Batman team.

Batwoman – Kate Kane (C)
Comments: See comments for this card in the Control section.

Catwoman – Kitten’s Got Claws (R)
(a) Flip (At the beginning of your turn, you may flip this card to its other side.)
While Catwoman is active, when you flip this character card, draw a die. If it is a Sidekick, add it to your Prep Area. Otherwise, return it to your bag.
(b) Flip (At the beginning of your turn, you may flip this card to its other side.)
While Catwoman is active, when you flip this character card, draw a die. If it is a Sidekick, add it to your Prep Area. Otherwise, return it to your bag.

Comments: Each side of this card allows you to draw a die, and if it’s a Sidekick, add it to your Prep Area. This is a low cost way to thin your bag of Sidekicks before your Clear and Draw Step.

Commissioner Gordon – More Than A Badge (U)
Ally
While Commissioner Gordon is active, the first time you draw a Batman die each turn, draw an extra die.

Comments: The “while active” effect makes this a great support die for ramp on a team with Batman.

Commissioner Gordon - Gotham’s True Hero (R)
Ally
When fielded, move a Batman die from your Used Pile to your Prep Area.

Comments: Trigger by being fielded, this is an inconsistent way to more quickly cycle your Batman character dice.

Harley Quinn – New Queen of Crime (C)
While Harley Quinn is active, whenever you field a non-Harley Quinn [Villains] character die, draw a die and add it to your Prep Area.

Comments: A 4 PC card that is slightly more reliable in drawing an extra die than having a die with Swarm. Drawback is her D values are slightly below average for a 4 PC card.

Hush – Dr. Thomas Elliot (U)
While Hush is active, if a [Batman Family] character is in the Field Zone, KO Hush and add a die from your bag to your Prep Area.

Comments: A conditional way to add a die (note the card text does not say “draw”) from your bag to the Prep Area. Good low cost card to consider in Draft or a Modern constructed event where you are more likely to face Batman Family teams.

Mister Miracle – Show Must Go On (SR)
While Mister Miracle is active, your action dice gain Boomerang. (After using this die, roll it. If you roll an [Action] face, add it to your Prep Area.)

Comments: The Boomerang keyword provides the opportunity to move your Action dice to the Prep Area after use. Although this card is a Super Rare, thus harder to get, especially in Draft, it is one to consider if your strategy relies on Action dice (e.g. Kryptonite, Cold Guns, Utility Belts or any number of Basic Action dice).

Parademon – Servant of Apokalips (C)
Swarm

Comments: The ramp/churn is enabled by the Swarm keyword.

Parademon – Strength in Numbers (U)
Comments: See comments for this card in the Direct Damage section.

Rip Hunter - Navigate the Sands of Time (C)
While Rip Hunter is active, once during your Clear and Draw Step, when you draw dice from your bag you may send any number of them to the Used Pile and draw one new die for each.

Comments: This is a great ability to mitigate those poor draws, or cycle through your dice if you have too many in your bag. This is a card to consider if you are running a Swarm team, have several Action dice in rotation, or have a few cards with “when fielded” abilities. This is a ‘break-out’ card from this set.

Utility Belt – Worst Case Scenario (U)
(a) Draw a die. If it's a [Batman Family] character die, roll it; otherwise, return it to your bag.
*/** Then, flip this card.
(b) Begin the game with this side face-down. Draw two dice. Roll any [Batman Family] character dice; return the rest to your bag. Then, flip this card.

Comments: Another good low cost support die to include in a Batman Family team build.


Unblockable

Batwoman - Code of Honor (U)
Comments: See comments for this card in the Control section.

Huntress - Cry For Blood (R)
Comments: See comments for this card in the Control section.


Cost Reduction
Effects that reduce the cost to purchase and/or field a die or to apply an ability.

Nightwing - Escrima Sticks (C)
(Comments: See comments for this card in the Control section.


Pay or Lose Life
Effects that require your opponent to pay or lose life to apply an ability.

No additional cards.

Above Average A values, for the Purchase Price:
(4+ above the average for all cards in Dice Masters)

PC 2 (average 6.61)
Nightwing - Protector of Bludhaven: Total A value 12

PC 3 (average 7.88)
Nightwing - Heir to the Cowl: Total A value 12
Talia al Ghul – Forbidden Love: Total A value 14

PC 4 (average 10.15)
Batman – One with the Night: Total A value 16
White Lantern Hal Jordan: Total A value 16
White Lantern Superman: Total A value 18

Above Average D values, for the Purchase Price:
(4+ above the average for all cards in Dice Masters)

PC 4 (average 10.57)
The Joker (all versions): Total D value 15
The Riddler (C/U versions): Total D value 19
White Lantern Dove: Total D value 15
White Lantern Hal Jordan: Total D value 20
White Lantern Superman: Total D value 18

PC 5 (average 13.20)
The Riddler – Get A Clue: Total D value 19


Other Noteworthy Cards

Bat Signal - Out of the Darkness (R)
Continuous: Whenever you could use a Global Ability, you may send this die to the Used Pile to give target non-[Villains] character die +1A (until end of turn). You may spin it up 1 level.
*/** Also, you may flip target character card you control.

Comments: Noteworthy for its PC of 1. An inexpensive way to give your non-Villain character dice +1A, spin that die up a level and possibly flip an applicable card. A lot to offer for a PC 1 Action card.

Dove - The Light of Order (R)
When you take damage or an opponent declares an attack, spin each of your Dove character dice to level 3.

Comments: With a level 3 D value of 8, this makes Dove an uber-blocker. This is a good counter to those dice with an inherent Overcrush ability in that Dove’s spin-up is triggered when your opponent declares an attack. For those applied Overcrush effects, you may not be able to employ effectively as a counter. This is one die you want multiple copies of in the field since the ability can be applied to all of your fielded Dove dice. The hard choice is to include this version for its ability or one of the others for its global. Another factor, the A to D value differential is 0 4 6, meaning those effects that swap these values provide Dove with some hefty A values at levels 2 and 3.

Rip Hunter – Through the Vanishing Point (U)
When fielded, name a non-Sidekick die (replacing all previous choices). While Rip Hunter is active, when you draw the named die you may place it in your Reserve Pool on any face instead of rolling it.

Comments: There are so many possibilities to exploit this ability: need a die on double energy, its double burst face, or a FC = 0 face. Works well with Swarm characters when you want subsequent draws to be on energy. A great support card that removes the chance of rolling a die and not getting what you want.

The Riddler – Prince of Puzzles (C)
When The Riddler attacks, you may swap his A and D (until end of turn).

Comments: The A to D value differential is 4 4 5, providing this die with a punch. His inherent ability means you do not have to include any additional tech to apply the A/D swap. This A value variability will make your opponents think ponder on how to block him, especially if you have an Overcrush effect in your arsenal. One drawback is his weak A values make him a fragile attacker if you do the swap.
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Comments

  1. Shapeshifter's Avatar
    The UK, wont have the set for a few weeks still.
    In the meantime I enjoyed reading your thoughts
    And it gave me a few team ideas.
    I personally am super excited for the Gadgeteer ability.