DC Justice League Dice Masters Full Set Review

With Nationals today and yesterday, we got some awesome coverage. Our boys – Shawn and Walsh – both put the beat down. Walsh went 8-0 in the qualifiers and taking the title in the end. But better than all of that news, at least for all of you, are these awesome spoilers.

This set is set to release on April 29th, 2015, and we hope this helps you in your launch events. Without further ado, hit past the jump to enjoy all the goodness that is DC Justice League Dice Masters.

Disclaimer (please read!):

The photos are rushed as to allow sleep in between yesterday’s qualifiers and today’s actual tournament. So please accept them as they were rushed and taken on a phone by Shawn Ely after a long day of Dice Masters. We would like to think that he did his best to get us some pretty solid pictures.

Also, please note the general fielding costs of DC Justice League is a bit higher than we’re used to. Maybe after some play testing we’ll know why. Limited and Constructed ratings are adjusted for the DC average, but Unlimited ratings take a slight hit.

Enjoy!

Ratings System

Going forward we will use a card rating system similar to LSV’s (Luis Scott-Vargas) ratings for Magic: the Gathering Sets.

Basically all cards are to be rated by their benefit in the different tournament formats: Constructed, Hybrid and Limited (Rainbow or other similar draft).

All starter Character’s/Monsters/Adventurers starter cards may not have limited ratings. 

Some stores run limited with starter cards. Not to be confused with Constructed. More like a Hybrid deal. Starter characters are rated around that format.

Disclaimer: All ratings are subject to change. We may also provide a more in-depth review of any or all characters in the future. This is to be used as a baseline.

The ratings are to be understood as follows:

L = Sealed/Limited (Rainbow Draft)
C = DC Dice Masters only.
U = Unlimited. This is Wizkids’ format that allows everything.

5.0 – Multi-format must-have (e.g. UXM Prof. X.)
4.0 – Format staple (e.g. Gobby, Tsarina, Mutate #666, )
3.5 – Versatile in multiple archetypes – not a staple (e.g. Green Goliath, Angelo Fortunato, Wall Crawler, Lord of D)
3.0 – Single Archetype go-to / Global utilization only (e.g. Genetic Expert, Jeannie, Brilliant Scientist)
2.5 – Helps some Teams, not a staple (e.g. Philanthropist, Star Spangled Avenger)
2.0 – Niche play (e.g. Nick Fury – all, War Machine – all, Thor – all, Emma Frost – all)
1.0 – Someone somewhere thought about playing it… once, then they tossed it. (e.g. The Thing)

 

As always, we suggest utilizing Ctrl-F or Cmd-F on your computer to search what you are looking for. 

Basic Actions

AngerIssues

(4) Anger Issues

Target character gets +3A and Overcrush this turn (damage dealt in excess of blockers’ health is dealt to opponent).
Global: Pay [FIST]. Target character gets +1A until end of turn.

This is the first global attack buff that uses Fist energy, so it’s definitely going to see some play. Overcrush in itself is a pretty strong mechanic and should yield good results in Limited.

L: 3.5
C: 3
U: 3.5

Casualties

(2) Casualties

KO target Sidekick.
**KO an additional target Sidekick if able.
Global: Pay [FIST] or [BOLT] . Gain 1 life whenever an opposing Sidekick is KO’d this turn.

This is a particularly weak BAC even among 2-cost Basic Action Cards (BACs). That being said, there are not a whole lot of ways to gain life in the game at the moment. The energy cost is also very flexible. The global shines more when you can build a team that will really stabilize.

L: 3
C: 3.5
U: 3.5

Fist of Fury

(4) Fist of Fury

Deal 1 damage to target player.
* Deal 2 damage to target player.
** Deal 3 damage instead if that player has a Villain in play.

There isn’t any real action manipulation that justifies this card costing 4. If you average it out, it only matches up with Powerbolt if your opponent has a villain. However, you can’t even target your opponent’s characters in a pinch. That being said, direct damage is really important in Limited.

L: 2.5
C: 2
U: 1

PhantomZone

(4) Phantom Zone

Take any character in the field and place it on this card, and move any dice you’ve placed onto this card on a previous turn into its owner’s Prep Area. If this effect is cancelled, or that die’s owner takes damage, return that die to its owner’s Prep Area.

This is a wonky version of Imprisoned. Even if there were a big die that you wanted to lock out of the game, you’re still still stuck with an action that you can only hope rolls double generic every time you see it. It’s an interesting card, but it’s a bit too difficult to make work.

L: 2
C: 2
U: 2

PickYourBattles

(4) Pick Your Battles

Each of your characters can only be blocked by opposing characters of the same energy type and your Sidekicks can only be blocked by Sidekicks.

This can be a seriously scary Basic Action. Imprisoned clears blockers more effectively, but some teams that don’t want to be blocked also don’t want to be Imprisoned.

L: 3.5
C: 3
U: 3

RighteousCharge

(4) Righteous Charge

Your attacking characters take a maximum of 2 damage from each blocker.
** Instead they take a maximum of 1 damage from each blocker.

This will functionally work like Invulnerability, which costs 2… Very few people buy Invulnerability as anything more than a cheap source of double energy. Even less people will use Righteous Charge.

L: 1.5
C: 1
U: 1

SaveCivilians

(3) Save Civilians

Whenever you field a Sidekick this turn, reduce the fielding cost of another die by 1, draw a die from your bag, and put it in your Prep Area.

Wow. There’s a whole lot of stuff going on here. Sidekicks are the most unreliable element in the game, though. Buying this action die is a hefty risk with a minor reward. It could work with PXG, but there’s simply no room for something like this in Unlimited.

L: 1
C: 1
U: 1

Shockwave

(5) Shockwave

KO all level 1 characters.
*/** Also deal 3 damage to an opposing player.

Global: Pay 1. Target level 1 character is unaffected by action dice this turn.

This card isn’t too bad, but it’s not spectacular either. It would be quite usable at 4 cost, but it simply isn’t quite at the power level of a 5-cost card in my opinion.

L: 2
C: 2
U: 1.5

VillainousPact

(4) Villainous Pact

Your opponent chooses one non-Villain character. All other non-Villains cannot block this turn.
Global: Pay [MASK]. Once per turn, during your turn, if you have no dice in your Prep Area, you may draw a die and place it in your Prep Area.

Resurrection global with Masks? Yes please. If you’re looking to cut PXG but you want to justify all the mask characters that you kept in case your opponent has PXG, you bring this. I can see the action die seeing some play in order to set up a lethal blow. The villain affiliation is very powerful in DC, so this benefit can end up being one-sided.

L: 4
C: 4.5
U: 4

 

Characters

Batman1Batman2

(M5)Batman™: Bruce Wayne

1 3 4    2 5 5    3 6 6
Justice League
When fielded, you may purchase a basic action die for 1 (This may not reduce a die’s cost below 1).

This card is pretty neat. At a cost of 5, you can purchase Batman pretty quickly, and there are a good number of solid 4+ cost BACs to purchase. I guarantee lots of people will be crying because they only rolled 4 dice and spent the other 3 dice in order to field the level 3 side.

L: 3
C: 3
U: 2

(M4) Batman™: The Dark Knight

1 3 4    2 5 5    3 6 6
Justice League
Batman™ must attack if any Villains are active.

These stats are just average, but that downside could be pretty brutal considering Retaliation is a major mechanic in the set.

L: 2
C: 2
U: 1.5

(M5) Batman™: World’s Greatest Detective

1 3 4    2 5 5    3 6 6
Justice League
While Batman™ is active, whenever you field a different Justice League character, gain 1 life.
Retaliation – If an affiliated character is KO’d, deal 1 damage to an opposing player.

The Justice League affiliation really shines when you start stacking Retaliation. Batman certainly is one of the stronger cards to purchase when building up the Justice League.

L: 2
C: 3.5
U: 2

(M5) Batman™: The Caped Crusader

1 3 4    2 5 5    3 6 6
Justice League
Whenever Batman™ damages a Villain, gain 1 life.
Global: Once per turn pay [FIST] or [BOLT]. The first time you play a basic action die this turn, gain 1 life.

This ability is a bit tricky to pull off, but there are multiple ways to turn whatever ends up blocking Batman into a Villain. This basic ability is also very nice for some minor life gain. It’s a shame it doesn’t affect non-basic action dice like Prismatic Spray.

L: 2
C: 2.5
U: 2

Darkseid2Darkseid1

(F4) Darkseid: God of Apokolips

1 4 3    2 5 4    3 6 5
Villain
Darkseid gets +4A and +4D when blocking or blocked by characters with the Justice League affiliation until end of turn.

Some anti-Justice league at a competitive price. Blind countering isn’t really something you want to do too much, though.

L: 2
C: 2
U: 1

(F5) Darkseid: In Search of Anti-Life

1 4 3    2 5 4    3 6 5
Villain
When Darkseid attacks, he deals damage equal to his level to target character or player.

Spot removal always is useful. Direct damage is even more useful. On the level 3 side, this card is definitely worth its cost.

L: 3.5
C: 3
U: 2

(F6) Darkseid: Immortal

1 4 3    2 5 4    3 6 5
Villain
If Darkseid is KO’d, he deals damage equal to his A to up to two target characters. For each character he KOs this way, deal 1 damage to the characters controller.

This is the point where Darkseid is just a bit too expensive. That being said, if you can manage to set it up, 6 damage to two different characters is a pretty big deal.

L: 2
C: 2
U: 2

(F5) Darkseid: Omega Beams

1 4 3    2 5 4    3 6 5
Villain
While Darkseid is active, whenever you KO an opposing non-Sidekick, non-Villain character, deal 1 damage to an opposing player.

It can’t compare to most of the stuff at the top of the Unlimited meta, but direct damage is always welcome in Limited, and this card has the potential to dish out a very respectable amount of it.

L: 3.5
C: 3
U: 2

Deathstroke1Deathstroke2

(F4) Deathstroke: Slade Wilson

1 3 3    2 4 4 *    2 6 6 *
Villain
Regenerate – Reroll when knocked out.

Decent stats, decent ability. Who doesn’t love Deathstroke, though?

L: 3
C: 2.5
U: 2.5

(F5) Deathstroke: The Terminator

1 3 3    2 4 4 *    2 6 6 *
Villain
If Deathstroke is KO’d, draw a die. If it is a Villain, add it to your Prep Area and return Deathstroke to the field at the same level (this doesn’t count as fielding Deathstroke). Otherwise, return the die to your bag.

This is a kind of strange card. I’m not sure the ability is quite worth 5 energy, but its quite interesting. Blue Eyes + PXG to prep insane numbers of villain dice perhaps?

L: 2
C: 2
U: 2

(F5) Deathstroke: Villain for Hire

1 3 3    2 4 4 *    2 6 6 *
Villain
* If Deathstroke is KO’d during attacking or blocking, return him to the Field Zone at level 1.

I really like this ability, but once again, you really have to wonder if this lower luck element is worth the extra 1 cost over the basic regenerate version.

L: 2
C: 2
U: 1.5

(F5) Deathstroke: Weapons Master

1 3 3    2 4 4 *    2 6 6 *
Villain
When Deathstroke is fielded, deal 1 damage to opposing player for each Villain you control.

This is a pretty strong Villain affiliation ability. It’s not the strongest in the set, but it certainly doesn’t hurt to have.

L: 2
C: 3
U: 2

GreenArrow1GreenArrow2

(B4) Green Arrow: Oliver Queen

1 4 1    1 5 2    2 5 3
JSA
When fielded, Green Arrow deals 2 damage to each of up to two target characters.

His ability is probably better than Hawkeye: Longbow, but every time you KO him and re-field Green Arrow, you need to pay that fielding cost. Even then, 1-2 energy for 4 damage is not too bad.

L: 3
C: 3
U: 2

(B4) Green Arrow: The Battling Bowman

1 4 1    1 5 2    2 5 3
JSA
When fielded, spin an opposing character down 1 level (if possible).

Spinning your opponent’s characters down is not always going to be useful. I’d probably stick to the previous Green Arrow at the same cost.

L: 2
C: 1.5
U: 1

(B5) Green Arrow: The Emerald Archer

1 4 1    1 5 2    2 5 3
JSA
When Green Arrow attacks, deal 1 damage to your opponent for each opposing character with the Villain affiliation in play.

Anti-villain is actually very relevant in the DC metagame. You can also combine this with globals that change affiliation in order to get trade energy for damage at a 1:1 ratio.

L: 2
C: 3.5
U: 3

(B4) Green Arrow: Former Mayor

1 4 1    1 5 2    2 5 3
JSA
When Green Arrow is fielded, deal damage equal to twice Green Arrow’s level to target character.

Whoa, this ability is Hawkeye on steroids. Is it worth the fielding cost? Maybe. This is probably the most reliable non-Action removal you can buy for 4 energy, though.

L: 3
C: 3.5
U: 3

MartianManhunter2MartianManhunter1

(B4) Martian Manhunter: J’onn J’onnz

1 5 2    2 6 2    2 7 4
Justice League
Martian Manhunter gets +2A when blocked until end of turn.

These attack stats are more than enough as is in my opinion. Could see some play with Anger Issues or some other Overcrush, though.

L: 2.5
C: 2.5
U: 2

(B4) Martian Manhunter: Founding Member

1 5 2    2 6 2    2 7 4
Justice League
Martian Manhunter gets +3A and +3D until end of turn when engaged with [SHIELD] characters.

This is a really significant stat boost on an already hefty body, but you can’t choose your opponents.

L: 2.5
C: 2.5
U: 2

(B5) Martian Manhunter: John Jones

1 5 2    2 6 2    2 7 4
Justice League
When Martian Manhunter attacks, deal 1 damage to target character. If that character is KO’d, another opposing character must block Martian Manhunter this turn if able.

The wording here is a bit confusing, but I think when you attack, you can remove a sidekick and turn Martian Manhunter into something like She-Hulk: Lady Liberator. If this is the case, this card is pretty solid.

L: 3.5
C: 3
U: 3

(B5) Martian Manhunter: Green Martian

1 5 2    2 6 2    2 7 4
Justice League
Overcrush

This is pretty affordable and Overcrush is NOT to be underestimated.

L: 3.5
C: 3
U: 3

Superman1Superman2

(S7) Superman: Man of Steel

1 5 5    2 7 7    3 8 8
Justice League
When fielded, you may pay 2 to purchase a different character with the Justice League affiliation and put the die directly into your bag.

It will be tricky to pay for Superman’s fielding cost and buy something at the same time. You have to be rolling more than 4 dice to really feel safe in your ability to do so.

L: 2
C: 2.5
U: 1

(S6) Superman: Last Son of Krypton

1 5 5    2 7 7    3 8 8
Justice League
Superman cannot be damaged during the Attack Step.

This card isn’t too expensive. In the end it’s a straight up battering ram as we would expect Superman to be.

L: 1.5
C: 1.5
U: 1

(S6) Superman: Kal-El

1 5 5    2 7 7    3 8 8
Justice League
Retaliation – If an affiliated character is KO’d, deal 1 damage to an opposing player.

Justice League Retaliation is one of the stronger DC archetypes and this is yet another convenient source of it. Superman will probably be the last one you buy, though.

L: 2
C: 2.5
U: 2

(S6) Superman: Not a Bird or a Plane

1 5 5    2 7 7    3 8 8
Justice League
Superman cannot be targeted by opposing action dice or abilities.

This card will probably help keep Superman alive more often than damage prevention considering how beefy he is. Still just a battering ram unless you get something like Ring of Magnetism on him.

L: 1.5
C: 1.5
U: 1.5

WonderWoman1WonderWoman2

(S4) Wonder Woman: Daughter of Zeus

0 2 3    1 3 3    1 4 4
Justice League
While Wonder Woman is active, your opponent’s effects on their Villains that activate ‘when fielded’ deal no damage to you.

Stops Deathstroke, Gobby, and a number of cards. That being said, Daughter of Zeus is a fairly limited control card and it might be difficult to find a place for her.

L: 2
C: 2.5
U: 2.5

(S4) Wonder Woman: Warrior Princess

0 2 3    1 3 3    1 4 4
Justice League
While Wonder Woman is active, once per turn, you may choose an opposing Villain and force it to block target attacking character.

For the first time we have blocker manipulation. Combined with a global that turns a character into a villain, Wonder Woman can make any character with enough attack power a form of targeted removal.

L: 3.5
C: 3.5
U: 3.5

(S4) Wonder Woman: Champion of Themyscira

0 2 3    1 3 3    1 4 4
Justice League
While Wonder Woman is active, other characters with the Justice League affiliation cost 1 less to field.

This is an amazing card to play for a Justice League affiliation team. The discount will see immense mileage over the course of the game. There’s not too many Justice League members with 0 fielding cost sides.

L: 2
C: 3.5
U: 2.5

(S4) Wonder Woman: Princess Diana

0 2 3    1 3 3    1 4 4
Justice League
If you have 2 or more Justice League characters in play, your Sidekicks take no damage from attacking or blocking characters.

Fielding your sidekicks is very important for limited or playing without PXG in general. A nearly impervious wall of sidekicks is pretty sweet.

L: 4
C: 3.5
U: 3

Zatanna1Zatanna2

(M3) Zatanna: Zatanna Zatara

0 1 1    0 2 2    1 3 3
Justice League
When fielded, draw a die from your bag and add it to your Prep Area.

This card is one of the best cards to buy in order to fuel Justice League Retaliation and has solid fielding costs.

L: 4
C: 4
U: 3

(M3) Zatanna: Actual Magician

0 1 1    0 2 2    1 3 3
Justice League
When Zatanna is KO’d, draw a die from your bag and add it to your Prep Area.

The pros of this card over the previous card is that you can line up your Zatannas and if you KO two of them at once, you are receiving a more significant burst of energy. The con is that attacking with Zatanna and cycling her through your bag doesn’t do much.

L: 4
C: 4
U: 3

(M3) Zatanna: Stage Magician

0 1 1    0 2 2    1 3 3
Justice League
When Zatanna blocks, draw a die from your bag. If it is a Sidekick, put it in your Prep Area and Zatanna takes no damage this turn. Otherwise, return that die to your bag.

This card is a really tricky one. She is able to activate multiple times and is a resilient blocker, but she’s also unreliable. Do you feel lucky?

L: 3
C: 3
U: 2

(M4) Zatanna: Backwards Magic

0 1 1    0 2 2    1 3 3
Justice League
While Zatanna is active, you may reroll your Sidekick dice once per turn (during the Roll and Reroll Step).

Fielding Sidekicks is generally important for thinning your bag when playing without PXG. This card significantly increases your chances of seeing Sidekicks on character side. Definitely something to consider for Sidekick-based teams if you couldn’t find a Scarlet Witch: Controls Probability.

L: 3.5
C: 3
U: 3

11148894_10206815038521643_128442556_n

(S3) Aquaman: Arthur Curry

0 2 3    0 3 4    1 4 5
Justice League
While Aquaman is active, Justice League characters cost 1 less to buy (to a minimum of 1).

Aquaman is good in Limited just because his numbers are so solid. This ability is especially helpful for assembling the Justice League and stacking up all those Retaliation abilities.

L: 4
C: 4
U: 3

(S3) Aquaman: King of Atlantis

0 2 3    0 3 4    1 4 5
Justice League
While Aquaman is active, other Justice League characters get +1A and +1D.

This card is really very solid, but somewhat outclassed by the other incarnations of Aquaman.

L: 4
C: 3
U: 2

(S3) Aquaman: Orin

0 2 3    0 3 4    1 4 5
Justice League
When Aquaman blocks, you may move a different Justice League character from the Used Pile to your Prep Area.
Retaliation – If an affiliated character is KO’d, deal 1 damage to an opposing player.

So here is our real conundrum. Orin has his own Retaliation to get things rolling and he has a pretty neat ability to boot. That being said, the discount from Arthur Curry could be an extra Retaliation or Zatanna lost down the line. I just don’t know which one to go with. That being said, it’s nice that this Aquaman can’t be bad for you in Limited.

L: 4.5
C: 4
U: 3

 

11146023_10206815059362164_602588492_n

(F4) Black Canary: Crime-Fighter

0 2 2    0 3 2    1 4 4
JSA
When fielded, no Sidekicks can block this turn.

Terrific fielding costs, decent stats, decent ability.

L: 3
C: 3
U: 2

(F4) Black Canary: Canary Cry

0 2 2    0 3 2    1 4 4
JSA
When fielded, you may roll an opposing character. If it is a character face, return it to the field. If it is an energy face, add it to your opponent’s Prep Area.

Targeted removal is always nice to have, but this one is just a tad underwhelming for the cost. I suppose it doesn’t activate “when KO’d” abilities, though.

L: 3
C: 3
U: 1.5

(F3) Black Canary: Dinah Laurel Lance

0 2 2    0 3 2    1 4 4
JSA
When Black Canary attacks, you may pay [BOLT] to prevent a target character from blocking this turn.

These stats are pretty terrific for a 3 cost character. Although it needs a rules forum post, there has been confirmation that the blocker disable may only be used once per attack. Whether that means once per attacking die or once per attack phase,  is still up to question. This is something that fits in perfectly with Turn 4 Kill teams, though. Magic Missile is already being used to take out sidekicks, so disabling even one blocker is plenty.

L: 4.5
C: 4
U: 4

11129499_10206815059562169_1397354664_n

(F2) Black Manta: David

1 1 3    1 2 4    1 3 5
Legion of Doom, Villain
If Black Manta is damaged during the Attack Step and not KO’d, deal 1 damage to an opposing player.

Terrific purchase cost, with a solid direct damage ability. This card is going to be a staple of Limited for certain. Definitely a card to be considered.

L: 4
C: 4
U: 3

(F3) Black Manta: Deep Sea Deviant

1 1 3    1 2 4    1 3 5
Legion of Doom, Villain
Retaliation – If one of your Villains is KO’d, deal 1 damage to your opponent for each of your active Villains.

This is the only Retaliation in the set that isn’t just a straight forward 1 damage. This Retaliation can get completely out of hand and can be activated by turning your sidekicks into Villains. Deep Sea Deviant may make Villain teams truly relevant.

L: 3
C: 4.5
U: 3.5

(F3) Black Manta: Artificial Gills

1 1 3    1 2 4    1 3 5
Legion of Doom, Villain
Black Manta gets +1A and +1D for each other active Villain.

This has always been considered a fair cost for this ability. It’s a very competitively priced battering ram that requires setup. If it weren’t for Deep Sea Deviant, this card would certainly have been a staple of Villain teams.

L: 3
C: 3.5
U: 3

11091194_10206815065922328_143272966_n

(B4) Blue Beetle: Jaime Reyes

0 3 1    1 4 1    1 4 4
While Blue Beetle is active, whenever a Villain is fielded, Blue Beetle deals 1 damage to an opposing player.

Blue Beetle’s stats are a bit strange, but if villains become popular, Jame Reyes might put down some decent damage.

L: 2
C: 3
U: 2.5

(B4) Blue Beetle: Magically Infused

0 3 1    1 4 1    1 4 4
Whenever one of your Sidekicks is KO’d Blue Beetle gets +2A until end of turn.

In DC, it’s really hard to get mileage out of this ability, and Blue Beetle’s stats aren’t really to the standard of a 4 cost. It might work pretty well with Shockwave. For unlimited, we have Blue Eyes to activate Blue Beetle pretty easily. 2 bonus damage per bolt spent is a pretty good deal, especially on a character that fits perfectly into a Turn 2 PXG buy order.

L: 2
C: 2
U: 3

(B3) Blue Beetle: High School Hero

0 3 1    1 4 1    1 4 4
Blue Beetle may block up to 2 Villains.

Blue Beetle’s stats would be serviceable for a vanilla 3 cost. The ability tacked on certainly doesn’t hurt.

L: 3.5
C: 3
U: 2.5

11100082_10206815082362739_531845716_n (1)

(M3) Booster Gold: Michael Jon Carter

1 3 3    1 4 4    2 5 4
Booster Gold cannot attack if a Villain is active.

Booster’s stats are pretty solid for a 3 cost. That downside can be potentially crippling though. If you’re playing heavily anti-Villain though, you might have some way of clearing those Villains off the field.

L: 3
C: 2
U: 1.5

(M4) Booster Gold: Glory-Seeking Showboat

1 3 3    1 4 4    2 5 4
While Booster Gold is active, you may choose to add him to your roll at the start of any turn.

There’s definitely better ways to ramp, but this is a pretty interesting way to get a quick boost of energy at just the right moment. I don’t think you get to see your 4 drawn dice before making this decision, though. Something like that would be pretty helpful.

L: 3
C: 2.5
U: 1.5

(M4) Booster Gold: High Publicity Hijinks

1 3 3    1 4 4    2 5 4
While Booster Gold is active, you may move Booster Gold to your Prep Area to reduce the cost of a non-Villain character by 1 (to a minimum of 1).

This is pretty cool for initiating a two-turn economy phase where you try and grab a pair of solid 5 and 6 cost dice to carry you to victory. Once again, there are better ways to ramp, but this is an interesting approach.

L: 3.5
C: 3
U: 1.5

11136790_10206815081922728_1585551269_n

(M5) Brainiac: Terror of Kandor

1 2 4    2 3 5    3 4 7
Legion of Doom, Villain
While Brainiac is active, during your opponent’s Clear and Draw Step, you may make your opponent put one die from their draw back into the bag and redraw before they roll.

This card seems extremely annoying. If you manage to make a die one of the three or less in the bag, that die essentially missed out on one bag rotation. 5 cost ventures into the point where we need to our purchase to be game winning, though.

L: 2.5
C: 2
U: 1

(M5) Brainiac: Collector of Worlds

1 2 4    2 3 5    3 4 7
Legion of Doom, Villain
While Brainiac is active, if your opponent attacks with at least one character, you may choose to have an additional opposing character also attack.

This is a useful ability, but it really needs something like Mr. Fantastic to force attacks. However, Toad: Sniveling Servant also offers the same ability at a lower cost.

L: 2.5
C: 2
U: 1

(M5) Brainiac: Twelfth-Level Intelligence

1 2 4    2 3 5    3 4 7
Legion of Doom, Villain
While Brainiac is active, after blockers are declared, you may switch two opposing blockers.

This ability is actually quite unique and interesting. It really does allow you to exert just a little bit more control over the board as an attacker. However, an aggressive team might prefer to buy another attacker rather than a supplement to his attackers.

L: 2.5
C: 2
U: 1

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(B4) Captain Cold: Leonard Snart

1 3 3    2 4 4    3 6 5
Legion of Doom, Villain
When Captain Cold attacks, you may pay [BOLT] to prevent a target character from blocking this turn.

This ability is not too bad, but the whole package doesn’t quite seem like it’s great value. The stats are high, but those fielding costs are brutal.

L: 2
C: 2
U: 2

(B4) Captain Cold: Leonard Wynters

1 3 3    2 4 4    3 6 5
Legion of Doom, Villain
While Captain Cold is active, your opponent must pay 1 to declare an attack.

The text is a bit vague, but you are paying 1 energy to enter into the Attack Phase and then you can declare any number of attackers. Although Leonard Wynters doesn’t cut it for Unlimited, his ability is one of the stronger ones to fill out a DC team with. All that energy adds up.

L: 3
C: 3
U: 2

(B5) Captain Cold: Master of Absolute Zero

1 3 3    2 4 4    3 6 5
Legion of Doom, Villain
When fielded, deal 1 damage to all Sidekicks.

Clearing sidekicks is pretty useful, it’s just a shame it costs 5 and clears your Sidekicks as well.

L: 1.5
C: 1
U: 1

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(F4) Catwoman: Selina Kyle

0 2 1    1 2 2    2 3 3
When fielded, draw a die from your bag and add it to your prep area.

Prepping dice is always nice. Catwoman’s stats are just a tad bit low for her purchase and fielding costs, though. Spending 2 energy to field a 3A/3D character is not something I want to do.

L: 1.5
C: 1
U: 1

(F4) Catwoman: Femme Fatale

0 2 1    1 2 2    2 3 3
Villain
When fielded, you may choose to roll this die. If it is a character face, KO target opposing character and leave Catwoman in play on the rolled face. If you roll an energy face, add Catwoman to your Prep Area.

This is a really neat and fun little ability. We do have to factor in the luck and costs involved with using it, though. A lot of bad stuff can happen in a single turn after missing the 50/50 roll. You may also have to pay a fielding cost to even flip take the 50/50.

L: 2
C: 2
U: 1

(F4) Catwoman: Nine Lives

0 2 1    1 2 2    2 3 3
When fielded, name a character die. Draw a die from your opponent’s bag, if it is the named die, you may field it this turn and attack with it. If you do, put it into your opponent’s Used Pile at end of turn. Return any unnamed dice to your opponent’s bag.

This card is seriously weird. I would not rely on it in the DC metagame. That being said, your opponent’s bag can often get very predictable in Unlimited. Not to mention, it’s possible to force your opponent to refill their bag before they can use PXG. It could be a lot of fun.

L: 2
C: 2
U: 3.5

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(B3) Cheetah: Cursed Archaeologist

0 2 2    1 3 3    1 3 4
Legion of Doom, Villain
When Cheetah attacks, she deals 1 damage to the defending player.

This is an all around solid package for a 3-cost Villain. Cheetah really does contribute quite a lot to the DC Villain affiliation. With her direct damage, she’s bound to be a Limited darling as well.

L: 4
C: 4
U: 3

(B3) Cheetah: Powered by Urkartaga

0 2 2    1 3 3    1 3 4
Legion of Doom, Villain
When Cheetah attacks, KO an opposing Sidekick.

This Cheetah is definitely stronger in limited than constructed. The great thing about this ability is that if you might be able to activate it turn after turn. If you field half your Sidekicks while your opponent struggles to field even one or two, your rolls are just going to outstrip your opponent’s rolls in quality.

L: 4
C: 4
U: 2.5

(B3) Cheetah: Dr. Barbara Ann Minerva

0 2 2    1 3 3    1 3 4
Legion of Doom, Villain
When assigning damage in an Attack Step, Cheetah assigns and resolves her damage before opposing characters.

Looks a whole lot like Hawkeye: Robin Hood. This ability has its moments, but isn’t quite broken enough for Constructed.

L: 3.5
C: 3
U: 2

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(S2) Constantine: Antihero

0 2 2    1 2 3    1 3 3
While Constantine is active, once per turn at the end of your opponent’s Roll and Reroll Step, you may make that opponent reroll an action die.

Although action dice are seeing more play as of late, they still aren’t widely used. Antihero will probably mostly be used because he’s a common 2 cost. I could imagine someone might get fed up enough with Ring of Magnetism or Prismatic Spray to bring him along though.

L: 3.5
C: 3.5
U: 3.5

(S2) Constantine: Con Artist

0 2 2    1 2 3    1 3 3
While Constantine is active, you may name a character before you draw. If you draw and roll that character this turn, you may field it for free.

This ability is awesome. There are so many characters which we had to really bring down in our evaluations because their fielding costs were just unreasonable. Con Artist can help fix this.

L: 5
C: 5
U: 4

(S2) Constantine: Hellblazer

0 2 2    1 2 3    1 3 3
While Constantine is active, before your opponent’s Clear and Draw Step, you may name a character. If that character is fielded this turn, ignore its text until end of turn and it cannot attack this turn.

This card is amazing. So amazing Wizkids has an entire article about how amazing it is on their site.

L: 4
C: 4.5
U: 5

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(F5) Cyborg: Vic Stone

1 4 2    1 5 3    2 6 4
Justice League
When Cyborg attacks, KO an opposing character that is the same level as Cyborg.

This card is a little expensive, but it might be cool to repeatedly KO your opponent’s characters. Trying to match levels might get tricky though.

L: 2.5
C: 2
U: 1.5

(F4) Cyborg: Exceptionally Gifted

1 4 2    1 5 3    2 6 4
Justice League
When Cyborg attacks alone, he gets +2A and +2D until end of turn.
Retaliation – If an affiliated character is KO’d, deal 1 damage to an opposing player.

More Justice League Retaliation! This Cyborg is very competitively priced, contributes really well to the Justice League team and can dish out some damage with his ability if you buy him early. Pretty solid.

L: 3
C: 4
U: 3

(F4) Cyborg: Mentor

1 4 2    1 5 3    2 6 4
Justice League
When Cyborg attacks, deal 1 damage to an opposing player if you have fewer fielded characters than the opponent.

This ability is also pretty strong. Wizkids seems to have really keyed onto roughly how much direct damage they want a 4 cost card to deal over time. Relying on your opponent to fulfill conditions is a bit annoying though.

L: 3
C: 3
U: 2

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(S6) Deadman: Boston Brand

1 2 4    2 2 5    2 3 6
When fielded, capture an opposing character. This capture lasts until Deadman leaves play.

Capturing a character like this is really fun. Unfortunately, you have to be capturing something of similar price to really consider it a value play. At 6 cost, getting value from this card is rough.

L: 3
C: 3
U: 3

(S5) Deadman: Possessive Talents

1 2 4    2 2 5    2 3 6
When fielded, choose a character. That character cannot attack or block until Deadman is no longer active.

This card is just cheap enough that it’s worth picking up to answer a big battering ram or something along those lines.

L: 3.5
C: 3
U: 3

(S5) Deadman: Embracing Life

1 2 4    2 2 5    2 3 6
When Deadman is KO’d, you may roll another character die that was KO’d this turn. If you roll a character face, field it for free.

There are really just too many conditions to making this card work for me to really want to use it. That being said, if this card can reactivate “when fielded” abilities that might be interesting.

L: 2
C: 2.5
U: 2.5

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(B5) Firestorm: Jason and Ronnie

1 3 5    1 4 6    2 5 6
Justice League
While active, when you field a [BOLT] character (including Firestorm), deal 2 damage to target character or player.

Johnny Storm is awesome and Firestorm is much the same. Requiring Bolt characters is a bit irritating considering there’s still only two 2 cost bolt characters in the game though. This is still a card to look out for when playing DC.

L: 3
C: 4
U: 2.5

(B4) Firestorm: Atom Rearranger

1 3 5    1 4 6    2 5 6
Justice League
When Firestorm attacks, deal 1 damage to target character or player.

Another entry in the 4 cost death by a thousand cuts cards. This one probably has the most appropriate defensive stats for multiple activations though.

L: 4
C: 4
U: 2.5

(B4) Firestorm: Matter Master

1 3 5    1 4 6    2 5 6
Justice League
When Firestorm is dealt damage, deal an equal amount of damage to target character.

This is a pretty decent ability much in the same line as Iron Man: Playboy. It’s not something I would mind having at all.

L: 3
C: 3
U: 3

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(M5) Green Lantern: Hal Jordan

1 4 2    1 5 3    1 6 5
Justice League
When Green Lantern attacks, deal 2 damage to the defending player if you used an action this turn.

Hal Jordan feels like a light version of Dr. Strange. The ability is not bad, but Green Lantern’s somewhat mediocre defensive stats will make it hard to get good mileage out of his attacks.

L: 3
C: 4
U: 3

(M6) Green Lantern: Willpower

1 4 2    1 5 3    1 6 5
Justice League
When Green Lantern attacks, other attackers get +2A and +2D until end of turn.

At 6 cost you need to have game ending potential and this card has game ending potential. If you end up facing off with huge walls of characters, this may be what can slam the balance in your favor.

L: 3
C: 3
U: 2.5

(M6) Green Lantern: Brightest Day

1 4 2    1 5 3    1 6 5
Justice League
When Green Lantern attacks, deal 1 damage to the defending player for each different Justice League character that attacks.
Retaliation – If an affiliated character is KO’d, deal 1 damage to an opposing player.

More Retaliation! The other ability is also a somewhat interesting means of finishing your opponent off. It’s probably not a good idea to attack with all of your other Retaliation characters all at once though.

L: 2.5
C: 3
U: 1.5

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(M3) Harley Quinn: Dr. Harleen Quinzel

0 1 3 *    1 3 3    2 5 3
Villain
While Harley Quinn is active, The Joker costs 2 less to buy and 1 less to field.

At only 3 cost, this card makes Joker considerably easier to buy and field. It’s to the point where I would just have a hard time ever running Joker without Harley Quinn. Solid card for constructed.

L: 3
C: 4
U: 3.5

(M4) Harley Quinn: Femme Fatale

0 1 3 *    1 3 3    2 5 3
Villain
When Harley Quinn attacks, all other attackers not named Harley Quinn must be blocked before your opponent may declare a blocker for Harley Quinn.

A little bit of blocker evasion is pretty nice, but variance between her different die faces really makes me hesitate.

L: 3
C: 2
U: 1.5

(M4) Harley Quinn: Psychopathic Psychiatrist

0 1 3 *    1 3 3    2 5 3
Villain
When fielded, each player KOs a Sidekick they control.
* While Harley Quinn is active, the first time one of your Sidekicks is KO’d during your turn, target opponent loses 1 life.

Having this on the field is not so bad on any side. Harley’s level 1 side has terrible stats, but with this card, her burst ability puts her in the ranks of the other 4 cost characters that slowly kills the opponent.

L: 3.5
C: 3
U: 3

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(B4) Hawkman: Thanagarian

0 2 2    1 3 3    1 3 4
JSA
Hawkman cannot be blocked by [FIST] or [SHIELD] characters.

Blocker evasion is really nice, but the stats are below average for a 4 cost. Most importantly, Hawkman can’t keep sidekicks from blocking him for some reason.

L: 2
C: 1.5
U: 1

(B3) Hawkman: World’s Fiercest Attacker

0 2 2    1 3 3    1 3 4
JSA
When blocked , Hawkman deals 1 damage to an opposing player.

Hawkman feels just right as 3 cost character and this ability is a nice one to have as well. This card is solid.

L: 4
C: 3
U: 3

(B4) Hawkman: Carter Hall

0 2 2    1 3 3    1 3 4
JSA
Whenever Hawkman is blocked, add a die from your bag to your Prep Area.

Some extra ramp and churn is always nice to have. That being said, Hawkman’s stats make it a bit hard to justify blocking him. Wonder Woman might be useful for this.

L: 3
C: 3
U: 2

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(S2) Katana: Tatsu Yamashiro

1 3 1    1 3 3    1 4 3

At 2 cost, these stats are pretty good. I only wish her level 1 side had no fielding cost.

L: 3.5
C: 3
U: 2.5

(S3) Katana: Outsider

1 3 1    1 3 3    1 4 3
Katana gets +1A for each Villain die in the field.

By the wording of this card, it would appear that Katana: Outsider is the first villain to get bonuses for non-unique character dice? It doesn’t take too many Villains for this to get pretty scary.

L: 3
C: 3.5
U: 3

(S3) Katana: Soultaker Sword

1 3 1    1 3 3    1 4 3
Katana may block any number of Sidekicks.

Sidekicks don’t attack too often, which is good since Katana doesn’t really have the stats of a defender to begin with.

L: 2.5
C: 2
U: 2

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(S4) Lex Luthor: Power Suit

0 1 4    1 1 5    1 2 6
Legion of Doom, Villain
While Lex Luthor is active, your opponent must pay 2 to use basic action dice.

Why is Lex Luthor the mortal enemy of Batman instead of Superman here? Why do they both only affect basic actions and not non-basic actions? Regardless, this card is ok to use considering it can stifle your opponent and does so at only 4 cost.

L: 2.5
C: 3
U: 3

(S4) Lex Luthor: Former President

0 1 4    1 1 5    1 2 6
Legion of Doom, Villain
Whenever you use a basic action die, roll it. If it is an action face, add it to your Prep Area.

This is yet another card that really feels like its worth playing around with at 4 cost. An extra use of your basic actions here and there can really add up.

L: 3.5
C: 3.5
U: 3.5

(S5) Lex Luthor: Billionaire Industrialist

0 1 4    1 1 5    1 2 6
Legion of Doom, Villain
When fielded, choose an opponent’s character card, cancelling all previous choices. Your opponent cannot purchase that die while Lex Luthor is active.

This card gets a little more proactive with control. I think Loki and Joker are still stronger, but if you field Lex Luthor early enough, his ability is more difficult to deal with overall. The downside is it loses all meaning if you get him down too late.

L: 3.5
C: 4
U: 4

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(B3) Red Tornado: Rannian

1 3 5    2 4 6    3 5 6
JSA

This card feels like a 3 cost Johnny Blaze. The stats are extremely high, but those fielding costs are all but unbearable.

L: 3
C: 2.5
U: 2

(B4) Red Tornado: Lab Creation

1 3 5    2 4 6    3 5 6
JSA
While Red Tornado is active, once per turn, if you draw 3 or more Sidekicks during your Clear and Draw Step, you may put all the Sidekicks into your Used Pile and draw 4 new dice.

I could imagine this ability being really well liked in DC constructed. It’s a pretty powerful way of churning your sidekicks. Over time, you should be able to see your character dice a lot more than your opponent sees theirs.

L: 3.5
C: 3.5
U:2.5

(B4) Red Tornado: Android

1 3 5    2 4 6    3 5 6
JSA
Once during your turn, you may spin down Red Tornado 1 level. If you do, the next time you use an action die add it to your Prep Area instead of putting it into your Used Pile.

At this cost, I think Lex Luthor would probably give me more activations of my action dice than this card does. The card isn’t completely terrible, it just doesn’t match up with Lex.

L: 2
C: 2
U: 1

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(S3) Robin: Boy Wonder

0 2 2    1 3 3    2 4 3
While Batman™ is active, each of your Robin dice gets +3A and +3D.

At only 3 cost, if you can activate the +3A/+3D, this becomes a really cost efficient attack force that can really land some harsh blows.

L: 3
C: 3
U: 2

(S4) Robin: Circus Star

0 2 2    1 3 3    2 4 3
Robin is unblockable while your Batman™ is active.

It’s always nice to be unblockable. That being said, any incarnation of Batman would be considered a somewhat rough setup. 4 energy is a lot to spend on that so attack power though.

L: 2.5
C: 3
U: 2

(S4) Robin: Acrobatic Adolescent

0 2 2    1 3 3    2 4 3
When Robin is KO’d, move it to the field at level 3 if Batman™ is in play.

Is it better to have an undying Robin or an unblockable Robin? I’m going with the latter, but this card isn’t too bad either.

L: 2
C: 3
U: 2

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(M7) Shazam!: Billy Batson

1 5 5    2 6 5    3 7 7
Justice League
While Shazam! is active, whenever your opponent fields a character, spin that character down 1 level.

This card has a really powerful ability. However, that ability isn’t really game ending and this card costs 7.

L: 1
C: 1
U: 1

(M6) Shazam!: Wisdom of Solomon

1 5 5    2 6 5    3 7 7
Justice League
While Shazam! is active, whenever you field a non-Villain character, spin it up one level.

At 6 cost, this ability feels like it has some potential. There are definitely quite a few cards that get a whole lot stronger with each level. This card is a quick and expensive way to support them.

L: 2
C: 2
U: 1

(M6) Shazam!: Strength of Hercules

1 5 5    2 6 5    3 7 7
Justice League
Whenever Shazam damages an opponent or KOs a character while attacking, spin all of your other characters up one level if able.

It’s actually somewhat questionable if this card is worse than the uncommon. I definitely would plan to slam my Shazam! into my opponent each turn.

L: 2
C: 2
U: 1

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(F5) Sinestro: Instills Fear

1 2 4    2 3 6    3 5 8
Legion of Doom, Villain
While Sinestro is active, all other Villains cost 1 less to field.
Global: Once per turn pay [FIST]. Target Villain gets +1A until end of turn.

Both the ability and the global on this card will probably make Sinestro a staple for villain teams. Villains have always been plagued with poor fielding costs, and Instills Fear rectifies that situation. The Fist based attack buff is icing on the cake.

L: 3.5
C: 4
U: 3

(F5) Sinestro: Order Through Fear

1 2 4    2 3 6    3 5 8
Legion of Doom, Villain
While Sinestro is active, your Villains get +1A and +1D if there are no opposing Villains active.
Global: Once per turn pay [FIST]. Target Villain gets +1 attack.

This bonus is nice to have, but could be disabled by a single opposing villain. It’s fine, a fielding cost discount is better anyways. The global is still nice to have though.

L: 3
C: 3
U: 3

(F5) Sinestro: Sinestro Corps Leader

1 2 4    2 3 6    3 5 8
Legion of Doom, Villain
Your Villains cannot be the target of opposing global abilities.

And then wow… this ability is a villainous version of Human Paladin: Lesser Enclave, which is a pretty sweet card. I’m still inclined to stick with the fielding cost discount though.

L: 3
C: 3.5
U: 3

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(S4) Solomon Grundy: Born on a Monday

1 3 3    1 4 4    2 5 5
Legion of Doom, Villain
When Solomon Grundy is blocking he takes no damage from characters with a lower level.

Solid stats with a solid ability. Solomon Grundy makes a pretty darn good battering ram.

L: 3
C: 3
U: 2

(S5) Solomon Grundy: Died on a Saturday

1 3 3    1 4 4    2 5 5
Legion of Doom, Villain
KO any character of a lower level engaged with Solomon Grundy after damage is dealt.

This ability will do more work while defending than attacking. 5 energy is just a bit too expensive for a situational KO like this though. Wonder Woman might help set it up.

L: 2
C: 1
U: 1

(S5) Solomon Grundy: Buried on a Sunday

1 3 3    1 4 4    2 5 5
Legion of Doom, Villain
When Solomon Grundy is KO’d other than by damage from an attacker or blocker, KO an opposing character.

This is a pretty interesting card. There’s not too many way for you to KO your own Solomon Grundy in DC, but with Blue Eyes, this could be an instant spot removal. There really aren’t many good ways to KO your opponent’s characters when you are the inactive player, so this card fills that niche well. Most importantly, Grundy will go to prep, so you can consistantly use him as removal.

L: 1
C: 2
U: 4

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(B4) Stargirl: Courtney Whitmore

0 2 3    2 3 4    2 5 5
JSA
While Stargirl is active, your Sidekicks get +1A and +1D.

This card probably won’t make the cut for the Marvel based Super Pawn teams, but the power of buffing your sidekicks is always going to be pretty strong.

L: 4
C: 3
U: 2

(B4) Stargirl: Yankee Poodle Fangirl

0 2 3    2 3 4    2 5 5
JSA
Whenever exactly 1 damage would be dealt to a Sidekick, you may redirect it to Stargirl.

This is an interesting way to protect your sidekicks on some of the common things used to clear them away like Stinking Cloud. However, giving them +1A/+1D would probably do much of the same.

L: 3
C: 2
U: 2

(B4) Stargirl: Star-Spangled Kid

0 2 3    2 3 4    2 5 5
JSA
When Stargirl damages a Villain, you may take a Sidekick from your Used Pile and field it.

You can’t choose your opponent, but the ability to field your sidekicks and cull them from your bag is pretty darn useful if you can get it off.

L: 3.5
C: 2.5
U: 2

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(M4) Swamp Thing: Dr. Alec Holland

1 2 5    1 3 6    2 4 7
Sidekicks cannot block Swamp Thing.

The ability to slip through sidekick walls is very nice. However, Swamp Thing just doesn’t do enough damage to warrant dedicating many resources to defending against it.

L: 3
C: 2
U: 1

(M5) Swamp Thing: Plant Elemental

1 2 5    1 3 6    2 4 7
Characters who block Swamp Thing are KO’d at the end of the Attack Step.

This card has the same stat problems, but at a higher cost. Wonder Woman could possibly pair with this card to turn it into a targeted removal of sorts.

L: 2
C: 2
U: 1

(M5) Swamp Thing: Part of The Green

1 2 5    1 3 6    2 4 7
If this character damages an opponent, KO an opposing character.

At the very least, this ability will force your opponent to block Swamp Thing, which should really allow you to leverage Swamp Thing’s durability.

L: 2.5
C: 2
U: 2

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(F3) The Atom: Ray Palmer

0 1 1    1 3 3    2 5 5
The Atom takes no damage from higher level characters.

This is a really cool and thematic ability. He essentially does not have any really terrible sides. It makes it hard to plan out how you plan to use this card though. Whether you can be aggressive are must stay defensive are heavily affected by what face is showing.

L: 3
C: 3
U: 2

(F3) The Atom: Subatomic Superhero

0 1 1    1 3 3    2 5 5
When blocked by a [FIST] or [SHIELD] character, you may remove The Atom from the Attack Zone to the field.

Being able to Distract himself with a Fist or Shield doesn’t strike me as particularly useful. It could still dodge an unfavorable block though.

L: 2
C: 2
U: 1

(F4) The Atom: Science Advisor

0 1 1    1 3 3    2 5 5
Atom cannot be blocked when he is level 1. If you attack with 3 or more characters, he cannot be blocked at level 1 or 2.

Unblockable characters are always nice, but since only levels 1 and 2 can be unblockable it’s important to compare this to our baseline, Power Bolt. Quite simply, when compared to Powerbolt, Science Advisor isn’t quite worth 4 energy.

L: 1.5
C: 1.5
U: 1

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(F4) The Flash: Barry Allen

1 3 3    2 4 4    2 5 5
Justice League
If your opponent has less than 3 fielded characters, The Flash is unblockable while attacking alone.

This card’s stats are just slightly below average, which is important considering it doesn’t take too much to make its ability a non-factor. It is worth it if you can manage to use the ability at least twice though.

L: 2.5
C: 2
U: 2

(F4) The Flash: Speedster

1 3 3    2 4 4    2 5 5
Justice League
If you played a basic action this turn, The Flash is unblockable while attacking alone.

This ability is quite nice since your opponent can’t necessarily stop you from at least eventually getting to do an unblockable attack. After that, you really have to hope that you draw The Flash before you draw your action again.

L: 3.5
C: 3
U: 2

(F4) The Flash: Connected to the Speed Force

1 3 3    2 4 4    2 5 5
Justice League
When attacking alone, if you have no other characters fielded, Flash is unblockable.

This card is probably one of the more dangerous ones in the DC metagame because of how quickly you can take your opponent down with it if you attack right before refilling your bag and mix in some action dice. That being said, it follows the same “everything to face” philosophy of a Turn 4 Kill team without the speed. Ironic.

L: 4.5
C: 4
U: 3

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(S5) The Joker: Unpredictable

1 1 4    1 2 5    2 3 6
Villain
When fielded, the Joker cannot be blocked by non-Villains this turn.

Yet another unblockable character with terrible attack stats. That being said, using this with Harley Quinn and Ant-Man’s global might be fun.

L: 1.5
C: 2
U: 2

(S5) The Joker: Clown Prince of Crime

1 1 4    1 2 5    2 3 6
Villain
When fielded, choose an opponent’s character card, cancelling all previous choices. Your opponent cannot field that character while The Joker is active.

This card is mostly the same as Loki: Gem Keeper. Both cards are AMAZING. The purchase order of Harley Quinn into Joker makes it much easier to field the Clown Prince of Crime before your opponent can manage to field whatever you didn’t want to see fielded. It really never hurts to have this Joker or Loki in your lineup, but you won’t always have the space.

L: 4.5
C: 4.5
U: 4

(S5) The Joker: Red Hood

1 1 4    1 2 5    2 3 6
Villain
While The Joker is active, if you damage an opposing character, deal an equal amount of damage to each character that shares an affiliation with the damaged character.

This card is hilarious. There’s some serious shared pain going on here. This card can just wreak all kinds of havoc on teams based around a single affiliation. We don’t condone hard countering such specific things, but it doesn’t hurt to play around with this insanity.

L: 3
C: 3
U: 3

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(B4) Vibe: Francisco Ramon

1 3 3    2 5 5    3 7 7
When Vibe is KO’d, deal 1 damage to all characters and players.

Wow, I think this is the only 4 cost card I can think of that has a 7A/7D side. That’s pretty hard core. The ability on this particular card is neither very good nor bad though.

L: 3
C: 2.5
U: 2.5

(B4) Vibe: Paco

1 3 3    2 5 5    3 7 7
While Vibe is active, whenever you roll [DOUBLE BOLT] and do not reroll, deal 1 damage to all characters and opposing players.

At least this ability only pings at your opponent’s life. It’s also a lot better since it’s a while active ability, which means you’ll see more activations out of it.

L: 3
C: 3.5
U: 2.5

(B4) Vibe: Formerly Hardline

1 3 3    2 5 5    3 7 7
While Vibe is active, whenever an opposing character spins up or down, Vibe deals 2 damage to that character.

I wouldn’t spinning up or down is an incredibly common mechanic within DC. It’s pretty terrifying to think about how scary this card can potentially be with a Tsarina behind it. Human Torch is still arguably better, but honestly it’s not fair to compare things to Johnny Storm.

L: 3
C: 2.5
U: 2.5

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(M4) Vixen: Mari McCabe

0 2 2    0 2 3    1 3 3

Just one last time. Why is this card 4 cost even though it’s a vanilla card? OK we’re done.

L: 0
C: 0
U: 0

(M3) Vixen: Healing Factor

0 2 2    0 2 3    1 3 3
When Vixen blocks a Villain, she gets +2D until end of turn.

Vixen’s stats are not too bad for a 3 cost. There are certainly not many low cost characters with 0/0/1 fielding cost. Her ability isn’t anything special but its more than nothing… and for cheaper (NOW we’re done).

L: 3.5
C: 3
U: 1.5

(M3) Vixen: Animal Mimicry

0 2 2    0 2 3    1 3 3
You may spend [MASK] to prevent all damage to Vixen from one source.

Wow Vixen certainly is resilient isn’t she? This ability isn’t amazing, but I think it has more relevance than the uncommon version does. At the very least she can resist mass AOE damage.

L: 3.5
C: 3
U: 1.5

 

Non-Basic Actions

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(F4) Batarang: Tool of the Bat

KO a level 1 character.
* Instead, KO a level 1 or level 2 character.
** Instead, KO a level 1 or level 2 character and place this die in your Prep Area after using it.

Reliable removal is always nice to have. It’s even better if you get a chance to use it twice in a row. It’s funny that Batman doesn’t really benefit from this since he only deals with Basic Actions.

L: 3
C: 3
U: 2

(F4) Batarang: Instrument of Distraction

Deal 1 damage to a character or opponent.
*/** Also put this die into your prep area instead of the Used Pile if your Batman™ is active.

This card really needs to be paired with something like Green Lantern: Hal Jordon or The Flash: Speedster in order to really make bouncing it back over and over really worth the purchase.

L: 3
C: 3
U: 3

(F5) Batarang: From Wayne Enterprises

Deal 1 damage to a Villain, then 2 damage to another Villain and continue selecting Villains, increasing the damage by 1 until all Villains have been selected.

This card is the silliest form of mass villain removal in the set. It’s probably best to use it in your own villain team against your opponent’s villain team so you can build up damage on your own characters before taking out all of your opponent’s villains. I just imagine the Joker got ahold of a Batarang and customized it.

L: 2
C: 3
U: 2

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(M4) Lantern Power Ring: Energy Projection

Deal 1 damage to your opponent for each opposing Villain in play.
** Also deal an equal amount of damage to each Villain.
Global: Pay [MASK]. Target opposing character gains the Villain affiliation until end of turn.

This is a pretty decent anti-villain action card that can really wreck them for a pretty low price. It’s really nice that the global can’t be used by the villain team on themselves in order to activate Black Manta’s Retribution as well.

L: 2.5
C: 3.5
U: 2

(M4) Lantern Power Ring: Energy Constructs

KO a level 1 or 2 Villain.
** Also put the KO’d Villain in the Used Pile instead of the Prep Area.

This is a nice little Finger of Death for villains. If I were worried about that matchup however, I’d probably bring the common version of Lantern Power Ring.

L: 2
C: 2
U: 1

(M5) Lantern Power Ring: Flight

For each character you have in excess of your opponent, add one die to your Prep Area from your bag.

This card is pretty awesome, but is a really tricky card to use. Strategies involving massing up a bunch of small characters aren’t terrific in unlimited because of Green Goliath, but this card could be really fun to mess around with. It’s very unique.

L: 2.5
C: 3.5
U: 3.5

29 comments:

  1. Thanks for posting!!!
    First Question Blue beetle does one damage for every villian fielded. So… Does that mean I can field villains, and plink my opponent? Imagine this and Johnny Storm?

    Thoughts?

    1. With the exception of Constantine, the super rares have a pretty specific niche that you would use them for. I think I can live with at one Super Rare per set being a metagame standard.

    1. I actually forgot about Human Torch. Human Torch’s 2 cost fits perfectly with Firestorm and you really only need one good 2 cost bolt to work with. Ghost Rider’s fielding costs are why I talked about 2 cost bolts so negatively haha. At the time of writing, Johnny Storm/Flame on were really the only Human Torches that exist. I think Johnny Storm in particular is still stronger than Firestorm in unlimited though.

  2. Deadman: Possessive Talents
    When fielded, choose a character. That character cannot attack or block until Deadman is no longer active.

    Buy more than 1, always keep one fielded, this way he is always active.
    Keep fielding, and KO’ing the extras to eventually name all 8 of your opponent’s characters. Now they can only attack or block with Sidekicks. (Heck, by a reading of the ability, you should be able to choose Sidekick too)

    Ultimate control for a control team? I know I want to abuse the heck out of him.

    1. This is a pretty nasty combo. I think it might refer to a specific die and not an entire chracter card though. It would still be balanced either way I think.

  3. Great write up as always. The only value I disagree with is Vixen: Mari McCabe and I’ll explain why she has usefulness.

    Sometimes (probably most times) when playing Dice Masters you will have a drink. Now with summer coming these drinks will sweat and cause stains on a coffee table or a desk….and you can’t always find a coaster. Wizkids has gone out of their way to make sure you have one. I feel that alone warrants a .5.

  4. So quick tech question.
    If you attack with angel who all other (S) characters must be blocked first. Namor the Submariner who is unblockable when two other characters are fielded (also a Shield Character), and harley quinn which states “When Harley Quinn attacks, all other attackers not named Harley Quinn must be blocked before your opponent may declare a blocker for Harley Quinn.”

    Who of these three characters can have blockers declared?
    My thought is since you cannot block submariner who is a shield, then you cannot block angel since all other shield blockers have no been blocked. Also since you cannot declair blockers for either of these you cannot declare a blocker for Harley.

    Is this correct?

  5. Firestorm: Matter Master + Nasty Boy

    I do have a question though, how does the timing line up? I assume you pick your own characters, then the original 3 damage is dealt to each, then you pick one of his characters to deal 3 damage to?

    There are so many great combos I want to try in Villains now!

    What do you think of a Shield / Bolt deck with something like:
    Katana: Outsider (not a villain, but pumped by them)
    Ironman: Upright
    Black Manta: Deep Sea Deviant (>:])
    Mister Sinister: Nasty Boy
    Cheetah: Cursed Archaeologist
    Blue-Eyes White Dragon: Monstrous Dragon (global is so synergistic!)

    For the last slots I’m torn a lot of ways… Dr. Harleen Quinzel + Clown Prince of Crime, for example… but once Quinn is in I’m tempted to go more in the B/M direction; or possibly adding Firestorm: Matter Master in for the hilarity (I feel like he’d be really good with Nasty Boy global, as said above :)) With all the B abilities, Too Cool for Words might shine, as well.

    As far as BACs I’m thinking something like Resurrection + Rally! (is rally any good? I’ve never used it but it seems like it might be good here :P), but Res + Feedback might be nice too.

  6. If I only have one character fielded that has retaliation, does retaliation do damage when it gets ko’d ? For instance if I have the version of superman fielded that has retaliation, does retaliation do damage if he it’s ko’d?

    1. No. Damage happens and is applied. Then you check for the ability. If the character was KO’d, then the ability for that character is not in effect.

  7. Why does batman have more attack power than Wonder Woman or darkseid? Wonder woman’s stats are insanely weak. So are darkseids. Also I love how dcs flagship character is given such bad treatment here. Superman cards flat out suck. If anyone should have overcrush it’s superman. Also why no bursts on his dice? He has almost every super power imaginable.

    1. Yeah… this is something we feel is weird. WW is definitely stronger than Bats… but what do you do?

  8. What’s your take on Super Rare Catwoman? If you choose the right die and it’s pulled, what facing do you get?

    Thanks!

    Chris

  9. I was just wondering if there are any cards out there that can get continuous off the field. Cards that get rid of ring of magnetism, or like Lantern Ring that are already fielded.

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