D&D Dice Masters Full Set Review

Sets are coming out faster than we have a buck to grab ’em! That’s ok, because we got you covered. Luckily some people in our crew have a little cash to spend and between all of us, we were able to get our hands on this awesome gem known as D&D Dice Masters! Hit up the full review after the break.

Ratings System

Going forward I 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. 

EDIT: We’ve been hearing rumors of limited with allowed starter cards. Not to be confused with Constructed. More like a Hybrid deal.

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:

S = Sealed/Limited (Rainbow Draft)
C = D&D Dice Masters only / Constructed. We think this will be a thing.
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 this set tends to be all over the place, we suggest utilizing Ctrl-F or Cmd-F on your computer to search what you are looking for. Some of these cards bounce around.

Basic Actions

DnD-129(3) Blessing

Neutral
Each of your characters gets +1A and +1D.
** Two of your characters get an additional +1A and +1D.

This should prove helpful in limited and constructed more than others. Other formats have more than enough ways to negate the need for stats.

S: 2.5
C: 2.5
U: 2.0

DnD-130(4) Charm

Neutral
Draw 3 dice. Roll any NPCs you drew. Place the other dice in your used pile.
** You may instead choose to roll one of the dice and place the other two in your used pile.

This is a solid dice thinner, burst or not. At 4 I don’t see people just going out of their way to get it. However, Beholder makes some fine use of BAC’s and this could be a great way to filter through what you need.

S: 2.5
C: 2.5
U: 2.0

DnD-131(3) Cone of Cold

Neutral
Deal 1 damage to one character, 2 damage to second character, and 3 damage to a third character. You may only use this action if there are at least three characters in the field.
Global: Pay FIST. One blocked attacker gets +2A.

Overcrush, Overcrush, Overcrush. With the introduction of new mechanics like Overcrush, I forsee this getting more play as draft season gets under way. The actual card ability for the die being rolled is great… if they have 3 targets.

S: 3
C: 3
U: 3

DnD-132(4) Dimension Door

Neutral
One target character you control cannot be blocked this turn.

While still lacking an answer for Distraction, when paired with Lord of D or DCK and DCK’s Global, this die works! As Distraction is not available in D&D limited, this seems reasonable.

S: 3
C: 3
U: 3

DnD-133(5) Finger of Death

Neutral
Move a level 1 character from the field to its prep area.
* Instead, move a character of any level.
** Instead, move a character of any level to its bag.

At 5 cost, I don’t see this being utilized heavily unless paired with free purchases from Beholder. To the bag isn’t bad in limited, but otherwise PXG almost perfectly allows you to get that on the next draw regardless.

S: 2.5
C: 3.0
U: 2.0

DnD-134(4) Fireball

Neutral
Deal two damage to each player and each character.
You may also spend BOLT to deal 1 damage to a target character (you may do this multiple times).
** Deal 1 additional damage to each player and each character.

This can certainly get out of hand. Add this to Iceman’s Global to guarantee some bolt crazy combos and you’ll be sure to have fun. Don’t forget the ping capabilities here: Hulk, Nova, Ironman, etc. They all love this die!

In limited this could also be the way to burn out that last few damage from your opponents life… just don’t burn yourself past the point of no return when doing so.

S: 2.5
C: 3
U: 3.5

DnD-135(3) Magic Missile

Neutral
Deal 2 damage to target character or player.
** Deal extra damage to a character equal to the level of your highest level adventurer in the field.
Global: Pay BOLT. Deal 1 damage to a character.

You know it’s all about the Global. That’s the song Meghan Trainor meant to write. We’ll start work on a parody. Till then, use and abuse this guy! Having more control over your team build will give this a bit of a plus, as it can be used against you as much as you can use it.

S: 3.5
C: 3.5
U: 3.5

DnD-136(3) Polymorph

Neutral
Swap a fielded character with a non-NPC character from that player’s used pile. Spin the character to level 1. This does not trigger “when fielded” effects.
Global: Pay MASK. Spin one of your characters down a level to spin another character up a level.

This is money. Utilizing this die properly will require the right team, but that’s fairly simple to do. The Global definitely has a place for many also.

S: 3
C: 3
U: 3.5

DnD-137(4) Resurrection

Neutral
Roll a die from your used pile (place it into your reserve).
Global: Once during your turn, pay SHIELD to draw a die from your bag and place it in your prep area.

With the proper purchasing and right timing, this die makes life easy. Back before the days of PXG, when you bought something, you could wait 3-5 turns before seeing it. This eliminates that issue, if played properly. Some would argue it becomes less viable with PXG. It actually just gets better as you now have more energy to dispose upon newly rolled possibly fieldable die.

S: 2.5
C: 3
U: 3

DnD-138(2) Stinking Cloud

Neutral
Deal 1 damage to all characters (both players’).
Level 1 characters can’t attack or block this turn.

In limited, this seems solid; open up Unlimited and things can always back fire on you.

S: 2.5
C: 2.5
U: 3

Non-Basic Gear and Spells

It must be noted that the shorthand abilities are much more nuanced than they seem at first. Make sure you know their full definitions before you start reading through the list of cards.

Equip: When this die is fielded, and at the beginning of each turn that this die is active (your turn or your opponent’s), you may attach this die to a character with the equippable icon immediately below their alignment icon. You may switch the attachment from one character to another. IF the character to which this die is attached leaves the field, this die remains in the field, unattached. Unattached dice with Equip cannot attack or block.

Equipment Disclaimer:

Obviously all Unlimited ratings for all equipment will be extremely niche. The only equippable characters thus far are in D&D.

DnD-061(2) Magic Helmet – Lesser Gear

Neutral
Equip
Equipped character can only be blocked by two or more characters.

Great way to make a character more viable. At only 2 cost, it’s also quite practical.

S: 2.5
C: 2.5
U: 2.0

DnD-093(2) Magic Helmet – Greater Gear

Neutral
Equip
This equipped character cannot be affected by your opponent’s action dice or character abilities.

Heaven knows we wish we could through this on Spiderman – Wall Crawler. Unfortunately, D&D characters will have this benefit all to themselves.

S: 3.5
C: 3.5
U: 2.0

DnD-121(3) Magic Helmet – Paragon Gear

Neutral
Equip
This equipped character takes no damage during the attack step.

This is decently useful for protecting your adventurers or weaker monsters from getting KO’d by Breath Weapons.

S: 3
C: 3
U: 2.0

DnD-062(3) Magic Sword – Lesser Gear

Neutral
Equip
This equipped character gets +1A and +1D.

The reason this is better than most think is simply due to the nature of equipment. This bonus helps whichever character you’d like for that turn. Granted all equipment does this, but it’s particularly useful on this one to help one character on your turn, then a good blocker on theirs. This line of thinking will shine through with each of the Magic Swords.

S: 2.5
C: 2.5
U: 2.0

DnD-094(3) Magic Sword – Greater Gear

Neutral
Equip
This equipped character gets +2A.

The extra Attack will generally be more useful than the Defense from the common version.

S: 2.5
C: 3
U: 2

DnD-122(4) Magic Sword – Paragon Gear

Neutral
Equip
Characters damaged by this equipped character are knocked out at the end of the attack step.

Oh how Johnny Storm would shine with this Equipment! Le Sigh…

S: 3
C: 3
U: 2

_____________________________________________________________________
DnD-063(6) Limited Wish – Lesser Spell

Neutral
Choose any unpurchased die (yours or from the basic actions cards) and roll it. If you roll a non-energy face, place the die in your used pile.

6 cost for a 50% chance at purchasing absolutely anything for free? This has some serious potential for fun. Maybe down the line, it could be good competitively too. The main problem is that a good 6 Cost card needs a really big impact as soon as it hits the table, while this is a high risk/high reward investment sorta deal. That being said, with Red Dragon and Thousand Dragon, who said this card needs to cost 6?

S: 3
C: 3.5
U: 3

DnD-095(4) Limited Wish – Greater Spell

Neutral
Name a non-NPC die. Your opponent pulls a die from his bag. If it is the named die, return it to its card (as if it had not been purchased). Otherwise, place it in the bag or its used pile.

While not super tech, this is actually quite fun to play. Reminds me of the days as a kid playing Sorry the Board Game. It’s fun to tick your opponent off, and at 4 cost, it’s almost practical.

S: 3
C: 3
U: 3

DnD-123(5) Limited Wish – Paragon Spell

Neutral
Search your bag for a character die and field it on its level 1 side.
** Also move a Tarrasque from the field to the prep area.

While its guaranteed, the hard part for this in Unlimited is getting the right dice to stay in your bag.

S: 2
C: 2
U: 3

DnD-064(4) Prismatic Spray – Lesser Spell

Neutral
All of your opponent’s characters lose all their card text until the end of the turn.

Lord of D and DCK are getting a smack with this one. No target or individual selection here is the best part. This also mutes Beasts and others who gain bonuses to blocking. With the addition of flexible ways of reducing the cost of Action dice, this can be used to stall out your opponent’s PXG ramp as well!

S: 3.0
C: 3.5
U: 4

DnD-096(5) Prismatic Spray – Greater Spell

Neutral
All characters are treated as if they had 1A and 1D (instead of their normal values, regardless of bonuses) until the end of the turn. Fielding costs remain unchanged.

“All” can be scary. Of course if you have nothing on the field to begin with, or just a lot of smaller characters, this could help. This with a Magic Missile combo will see some teams. The net gain is terrible however.

S: 2
C: 2
U: 2

DnD-124(5) Prismatic Spray – Paragon Spell

Neutral
Swap two of your non-NPC characters with 2 opposing characters until the end of the turn (each player plays them as if they own them).
If the opposing characters are unblocked during your attack, they do not go to the used pile (they stay in the field).

This will show up in a few peoples builds for sure. If for no other reason than shenanigans!

S: 2
C: 2.5
U: 2.5

Adventurers and Monsters

It must be noted that the shorthand abilities are much more nuanced than they seem at first. Make sure you know their full definitions before you start reading through the list of cards.

Breath Weapon X: When this character’s dice are assigned to attack, you may pay X energy to deal X damage to your opponent and to each opposing character. You may only use this ability once per turn, no matter how many of that character’s dice attack. However, if multiple (unique) characters with the Breath Weapon ability attack, you may use Breath Weapon once for each such character.

Energy Drain: After blockers are assigned, spin each character engaged with this character down one level. (Level 1 characters cannot spin down and “engaged” means blocking or being blocked)

Experience: While active, if you knocked out an OPPOSING monster (with the monster allegiance banner) during YOUR TURN, place one experience token on this card at the end of your turn. Each experience token provides this card’s dice with +1A and +1D at all levels. A card cannot get more than one experience token per turn. However, several different cards (each with the Experience ability) can each get an experience token when only a single opposing monster is knocked out. If you opponent voluntarily knocks out a monster to pay a cost, that provides no experience.

Overcrush: When attacking, if this character knocks out all of its blockers, it deals any leftover damage to your opponent.

Regenerate: If this character is knocked out, roll it. If you roll a character face, it remains in the field (but not in the attack zone). Otherwise, move the die to your prep area. Since it was knocked out, it all related abilities will trigger regardless of the result.

Swarm: While active, whenever you draw one of this character’s dice from your bag during the Clear and Draw Step, draw one additional die. You only draw one die no matter how many copies of this die are active. This ability can trigger multiple times per turn. It doesn’t trigger for different characters that also have the Swarm ability.

DnD-001(M6) Beholder – Minion Aberration

Monsters, Evil
0 4 3    0 5 4    1 6 5
Whenever you purchase or use a basic action die, deal 1 to target opponent or creature.
Global: Pay 1 energy. Move a die showing an action face from your reserve to your prep area. Do not roll it next turn.

Before the frenzy begins, this is while active! I’m sorry you don’t get to abuse this, but it’s reality. Still, this is beastly IMHO. The Beholder is so low fielding cost, he just sits there. and you’re only purchasing and using basic actions on your turn, so it’s not the end of the world being a “while active” ability.

S: 3
C: 3.5
U: 3.5

DnD-002(M6) Beholder – Apprentice Aberration

Monsters, Evil
0 4 3    0 5 4    1 6 5
When fielded, move up to 2 of your fielded NPCs to the used pile. For each one moved, you may purchase a basic action die at no cost.
Global: Pay 1 energy. Move a die showing an action face from your reserve to your prep area. Do not roll it next turn.

This steals the show quickly in limited. Don’t dis it if you haven’t tried it. BAC’s in D&D are already ridiculous. Getting them for free is icing on the cake. Mix this with Namor Rare and you will always have your sidekicks needed to get the free BAC’s.

S: 3.5
C: 3.5
U: 3

DnD-003(M7) Beholder – Master Aberration

Monsters, Evil
0 4 3    0 5 4    1 6 5
If this is the first die assigned to attack this turn, you may immediately use each of the basic action dice abilities, without bursts, once, as if you had rolled those dice.
Global: Pay 1 energy. Move a die showing an action face from your reserve to your prep area. Do not roll it next turn.

This is so cool. But it’s 7 cost. But it’s so cool! We’ll have to see how valid it is. From the games played thus far, 7 cost is rough to get to. By the time you can finally afford it that one turn, you’re worried about so many other things. Purchasing this may not fit at that time.

The Global is legit in a world of Actions. There are so many times the Action rolled is awesome, but completely useless that turn. This solves it!

S: 2
C: 2.5
U: 3

DnD-025(M7) Beholder – Lesser Aberration

Monsters, Evil
0 4 3    0 5 4    1 6 5
When fielded, move all action dice from your used pile to your prep area, including those used this turn.
Global: Pay 1 energy. Move a die showing an action face from your reserve to your prep area. Do not roll it next turn.

Great in a world you have action dice just sitting there in Used. Other situations may not be the case.

S: 2.0
C: 2.5
U: 2.5

DnD-004(B5) Blue Dragon – Minion Dragon

Monsters, Evil
1 3 3    1 4 4     2 6 6
Breath Weapon 2 (pay 2 to deal 2 damage to your opponent and all his creatures).

Dragons rock. Breath Weapon is a literal bomb.  Keep that in mind during each of these gradings. Most dragons will find themselves as format staples, yes some may be better than others, but we’re talking ’bout ‘dat Breath Weapon, yo!

This being 5 cost dragon with good Breath Weapon is a pretty good staple.

S: 3.5
C: 3.5
U: 3.5

DnD-005(B4) Blue Dragon – Apprentice Dragon

Monsters, Evil
1 3 3    1 4 4     2 6 6
Breath Weapon 1 (pay 1 to deal 1 damage to your opponent and all his creatures)
While active, whenever you use an action die’s ability, choose an opposing character. That character can’t block this turn.

This is one of the most affordable Dragon options in the set and it comes with a fairly good ability.

S: 3.5
C: 3.5
U: 3.5

DnD-006(B6) Blue Dragon – Master Dragon

Monsters, Evil
1 3 3    1 4 4     2 6 6
Breath Weapon 3 (pay 3 to deal 3 damage to your opponent and all his creatures)

This guy’s ratings take a hit because his stats don’t quite live up to his cost. Boy can he roar though.

S: 3
C: 3
U: 3

DnD-026(B4) Blue Dragon – Lesser Dragon

Monsters, Evil
1 3 3    1 4 4    2 6 6
Breath Weapon 1 (pay 1 to deal 1 damage to your opponent and all his creatures)
While active, whenever you use an action die’s ability, deal 1 damage to all characters (both players’).

This gets serious at 4 cost. Don’t miss this particular dragon in draft. This is a must!

S: 4
C: 3.5
U: 3.5

Disclaimer for Jelly:

We’ll be calling any Gelatinous cube ability “Jelly.” We said it first.

The rules state this:

“When you capture a die, move the captured die to your field and place your capturing die on top of it. The captured die no longer exists for game purposes. Once the capturing ends, place the die wherever it came from (typically the field, if not, the text on the capturing die’s card will remind you where you captured it from). Unless otherwise noted, capturing ends at the end of the turn, or when the capturing die is knocked out. ”

These Jelly abilities all state something different than until knocked out. We’re not 100% on the outcome of this just yet.

DnD-007(S3) Gelatinous Cube – Minion Ooze

Monsters, Neutral
0 1 3    1 2 4    2 3 5
When fielded, capture an opposing NPC. This capture lasts until you field another Gelatinous Cube.

For 3, this gets what might be scary off the field. Notice the captured die doesn’t return to field until another Gelatinous Cube is fielded. The down side is that fielding cost.

S: 3
C: 3
U: 3

DnD-008(S3) Gelatinous Cube – Apprentice Ooze

Monsters, Neutral
0 1 3    1 2 4    2 3 5
Whenever a character is knocked out during the attack step, you may pay SHIELD to have Gelatinous Cube capture it. This capture lasts until it is used again.

The next two hit the same points with very little difference. Just choose Master Ooze unless a reason is given not to: like not being able to play Master Cards…?

S: 3
C: 3
U: 2.5

DnD-009(S3) Gelatinous Cube – Master Ooze

Monsters, Neutral
0 1 3    1 2 4    2 3 5
Whenever a character is knocked out during the attack step, you may pay SHIELD to have Gelatinous Cube capture it. This capture lasts until it is used again. Gelatinous Cube may block any number of NPCs.

At only 3 cost, if you manage to capture something with this ability, you probably captured something of an equal or greater value.

S: 3.5
C: 3.5
U: 3

DnD-034(S4) Gelatinous Cube – Lesser Ooze

Monsters, Neutral
0 1 3    1 2 4    2 3 5
Whenever a character is knocked out during the attack step, you may pay SHIELD to have Gelatinous Cube capture it. This capture lasts until it is used again.
When Gelatinous Cube attacks, you may assign one opposing character to block it.

I love me some Deadpool.  Anyone who does a moon walk after a fight wins in my book. Gelly (referring to the Cube and not his Jelly ability) may not be able to do the moonwalk, but he can make someone block him, and that’s as good as being Deadpool.

S: 3
C: 3
U: 3

DnD-010(F4) Green Dragon – Minion Dragon

Monsters, Evil
1 3 4    1 4 5    2 6 6
Breath Weapon 1

Dragons are wonderful. Pair them with Distraction and rejoice. If you don’t use actions, that extra defense might make him worth using over the Blue Dragon here.

S: 3
C: 3
U: 3

DnD-011(F5) Green Dragon – Apprentice Dragon

Monsters, Evil
1 3 4    1 4 5    2 6 6
Breath Weapon 2

The great thing about dragons is there is one that is right for every team! This guy just happens to be strictly better than one of his Blue Counterparts.

S: 3
C: 3
U: 3

DnD-012(F6)  Green Dragon – Master Dragon

Monsters, Evil
1 3 4    1 4 5    2 6 6
Breath Weapon 2
Spin each character damaged by this breath weapon down 1 level.

My kind of flamethrower! I burn you, knock you down a level and if you ain’t dead yet, Ill finish you off with Magic Missile! 6 cost yes, but it’s a decent win condition.

S: 3.5
C: 3.5
U: 3

DnD-035(F5) Green Dragon – Lesser Dragon

Monsters, Evil
1 3 4    1 4 5    2 6 6
Breath Weapon 1
Characters damaged by this Breath Weapon cannot block. Your opponent may prevent this by paying 1 life.

Direct damage is direct damage. This pretty much guarantees 2 damage to the face. 1 from the stinky green breath and 1 to say “wait, I want to be able to block, thanks!!!” – Dying slowly, your opponent.

S: 3.5
C: 3.5
U: 3.5

DnD-013(M2) Halfling Thief – Minion Harper

The Harpers, Equippable, Good
1 1 1 *    1 2 2 *    1 3 3
Experience
* When fielded, draw a die. If it is an NPC, place it in your used pile. If not, roll it.

This burst happened frequently in our opening game day. However, the problem in D&D is the lack of a ton of dice being rolled. If it costs 1 to field her, and she was 1 die, normally you’ll have 2 dice left. If you roll some big fatty are you even able to field it? All things to think about.

In Unlimited, this girl is gonna get you something!

S: 2.5
C: 2.5
U: 3.5

DnD-014(M3) Halfling Thief – Apprentice Emerald Enclave

Emerald Enclave, Equippable, Good
1 1 1 *    1 2 2 *    1 3 3
Experience
When fielded, your opponent draws 2 dice (this triggers no effects). You choose whether to place each die either back in the bag or in the used pile.

Dice manipulation has yet to really be seen thus far. This is something Blue Magic players are very familiar with and if you’re like us, have been wanting for a while. It’s not perfect, but it’s something. It does force your opponent to keep 2 dice in his bag in unlimited though. Else you can force a refill before he can PXG his sidekicks to prep.

S: 3.5
C: 3.5
U: 3.5

DnD-015(M4) Halfling Thief – Master Zhentarim

The Zhentarim, Equippable, Evil
1 1 1 *    1 2 2 *    1 3 3
Experience
When assigned to attack, your opponent moves a die from his prep area to his used pile (if able).
* When assigned to attack, you may knock out an opposing adventurer before your opponent moves the die.

Oh if only it said “Character” on the burst.” Still, this can be alright if they had something get KO’d on their turn or they blew their PXG load in your main step. But why 4 cost? Le Sigh.

S: 3
C: 3
U: 3

DnD-038(M3) Halfling Thief – Lesser Lords Alliance

Lords Alliance, Equippable, Good
1 1 1 *    1 2 2 *    1 3 3
Experience
When one or more Halfling Thief dice are assigned to attack, you may move up to 2 of your opponent’s dice from his used area to his bag.

I hate you PXG… and that’s why you have this card. I’ll just kick those SK’s (/NPC’s) back to your bag for you. Good resurrection stopper too. Of course, if they just draw it next it hurts either way.

S: 3
C: 3
U: 3.5

DnD-016(S3) Human Paladin – Minion Order of the Gauntlet

Order of the Gauntlet, Equippable, Good
0 1 2    1 2 3    1 2 4
Experience
When fielded, your Paladins and NPCs take no damage for the rest of the turn.

Good Paly ability. Decent fielding cost, for sure. Purchase cost doesn’t wreck you… All around ok dude.

S: 2.5
C: 2.5
U: 2

DnD-017(S3) Human Paladin – Apprentice Harper

The Harpers, Equippable, Good
0 1 2    1 2 3    1 2 4
Experience
Global: Pay SHIELD. Reduce the damage you take from a character’s ability to 1.

We’re still on the fence with Experience. I’m not certain I foresee this being a thing quite yet. Maybe it will? That Global could come in handy!

S: 3
C: 3
U: 3

DnD-018(S4) Human Paladin – Master Lords Apprentice

Lords Alliance, Equippable, Good
0 1 2    1 2 3    1 2 4
Experience
While active, you take no damage from your opponent’s “when fielded” effects (your characters are not protected).

There aren’t enough effects out there to really help yet. However, this could be a go-to card in the future as new sets roll out. Keep that in mind moving forward.

S: 2.5
C: 2.5
U: 3

DnD-039(S4) Human Paladin – Lesser Emerald Enclave

Emerald Enclave, Equippable, Good
0 1 2    1 2 3    1 2 4
Experience
While active, your characters in the field cannot be affected by global abilities used by your opponent.
Global: Pay SHIELD. Reduce the damage you take from a character’s ability to 1.

This feels solid going forward. Distraction bye bye. Relentless? I don’t think so. I love it actually! This will only get better with the introduction of new Globals.

S: 3
C: 3
U: 4

DnD-019(F4) Troll – Minion Humanoid

Monsters, Equippable, Evil
1 3 3    1 4 3    2 5 5
Regenerate

Who doesn’t like to reroll your dude into a dude again? His stats for cost are just OK though.

S: 2.5
C: 2.5
U: 2.5

DnD-020(F5) Troll – Apprentice Humanoid

Monsters, Equippable, Evil
1 3 3    1 4 3    2 5 5
Regenerate
The first time each turn a Troll regenerates, gain 2 life.

This’ll be a thing. The question is how big? Iron Man has a good life gain ability. Gen Ex is pretty solid vs certain foes. Does this take a 5 spot for that?

S: 3.5
C: 3.5
U: 2.5

DnD-021(F5) Troll – Master Humanoid

Monsters, Equippable, Evil
1 3 3    1 4 3    2 5 5
Regenerate
When Troll regenerates, knock out an opposing engaged creature and deal 1 damage to your opponent.

This is the 5 cost you were looking for in D&D only constructed. Direct damage and board control all “rolled” into one. See what I did there?

S: 3.5
C: 3.5
U: 3

DnD-055(F5) Troll – Lesser Humanoid

Monsters, Equippable, Evil
1 3 3    1 4 3    2 5 5
Regenerate
At the beginning of your turn, spin this character up one level.

I’ve always enjoyed spinning abilities. Heck, we were going to call DiceAnon Spintowin. Kinda glad we didn’t…

S: 2.5
C: 2.5
U: 2.5

DnD-022(M3) Vampire – Minion Undead

Monsters, Equippable, Evil
1 1 4    1 2 4    2 2 6
Energy Drain
The first time each turn an attacking Vampire damages a character, gain 1 life.

3 cost life gain is massive. Nuf said! Add the Energy Drain to it, and you have a fun little card with decent stats. The fielding cost is a drag, but Anything 2 or more drags to me.

S: 3.5
C: 3.5
U: 3.5

DnD-022 (1)(M4) Vampire – Apprentice Undead

Monsters, Equippable, Evil
1 1 4    1 2 4    2 2 6
Energy Drain
The first time each turn an attacking Vampire damages a character, gain 2 life, then draw a die and place it in your prep area.

I’m gonna cut you, suck the life out of you and get dice for it. Yes, please!

S: 3.5
C: 3.5
U: 3.5

DnD-024(M4) Vampire – Master Undead

Monsters, Equippable, Evil
1 1 4    1 2 4    2 2 6
Energy Drain
The first time each turn an attacking Vampire knocks out an adventurer, you gain 1 life and your opponent loses 1 life.

Starts to get niche at this point.

S: 3
C: 3
U: 2

DnD-058(M5) Vampire – Lesser Undead

Monsters, Equippable, Evil
1 1 4    1 2 4    2 2 6
Energy Drain
When assigned to attack, you may choose to force 1 monster or all adventurers to block a Vampire (if able).

Again with the niche.

S: 2.5
C: 2.5
U: 2

DnD-027(B3) Carrion Crawler – Lesser Aberration

Monsters, Neutral
0 2 1    0 3 2    1 5 2
When fielded, knock out an opposing NPC.
Global: Pay BOLT. Deal 1 damage to an NPC.

Some may be surprised to know that we are actually big fans of Ant-Man’s die sides. Well, this card has similar stats at a similar cost. Knocking out an NPC is a nice bonus. The global is a good replacement for Magic Missile when you want to clear sidekicks, but are also using low D characters.

S: 3.5
C: 3
U: 3

DnD-065(B4) Carrion Crawler – Greater Aberration

Monsters, Neutral
0 2 1    0 3 2    1 5 2
When assigned to attack, knock out an opposing NPC.
Global: Pay BOLT. Deal 1 damage to an NPC.

Although this card can KO an NPC every single turn, it’s not quite good enough to fit in the 4 cost slot. After all, you can pick up a cheap Breath Weapon for that much.

S: 2
C: 1.5
U: 1

DnD-097(B4) Carrion Crawler – Paragon Aberration

Monsters, Neutral
0 2 1    0 3 2    1 5 2
When assigned to attack, roll all opposing NPCs. Move those showing energy faces to the prep area.

This card might see some niche play over a 4 cost Breath Weapon if NPC buffs are very prevalent. The popularity of Super Pawn is the main reason why this team maintains the same rating across both Constructed and Unlimited.

S: 3
C: 2.5
U: 2.5


DnD-028(S4) Copper Dragon – Lesser Dragon

Monsters, Good
1 2 5    1 3 7    2 4 8
Breath Weapon 1
When fielded, put a gear equipped to an opposing character into his prep area.

This ability is not too bad for use against gear that provide defensive boosts, but this card’s standout attributes are its cost, stats, and Breath Weapon.

S: 3
C: 2.5
U: 2.5

DnD-066(S5) Copper Dragon – Greater Dragon

Monsters, Good
1 2 5    1 3 7    2 4 8
Breath Weapon 1
If active at the end of the turn, reroll all gear equipped to opposing characters that took damage this turn. If the result is an energy face, put it in the used pile.

This ability is very cool for any DnD exclusive format. Gear are fairly difficult to remove and this ability allows you to really mess with them. Sending them to used will hurt their bag rotation if nothing else.

S: 3.5
C: 3.5
U: 2

DnD-098(S6) Copper Dragon – Paragon Dragon

Monsters, Good
1 2 5    1 3 7    2 4 8
Breath Weapon 2
If active at the end of the turn, roll all gear equipped to opposing characters that took damage. If the result is an energy face, put the gear in the used pile.
Knock out attackers blocked by this character at the end of the attack step.

At 6 cost, this die’s stats start to feel weak. That being said, this card’s abilities are still worth using. As a defender, Copper Dragon still has the capabilities of some of the most beefy 6 costs.

S: 2.5
C: 2.5
U: 1.5

DnD-029(M7) Dracolich – Lesser Undead Dragon

Monsters, Evil
1 3 7    2 5 8    3 8 9
Breath Weapon 2
When assigned to attack, draw 2 dice from your bag. Spin action dice drawn to an action face with no bursts and place them in your reserve. Return character dice to the bag.

Dracolich’s base stats and Breath Weapons are pretty good, but there’s a rather large disparity between level 1 and 3. This particular ability is a bit tricky to use well and has a high luck element.

S: 2
C: 1
U: 1

DnD-067(M7) Dracolich – Greater Undead Dragon

Monsters, Evil
1 3 7    2 5 8    3 8 9
Breath Weapon 1
When fielded, you may purchase a basic action die at no cost and roll it. You may use it if it shows an action face. Otherwise, put it into your bag.

A free basic action purchase is nice, but the common version’s Breath Weapon 2 seems to be more useful in general than a free action die. With this much defense, Dracolich isn’t going to be fielded very many times in the same game.

S: 1
C: 1
U: 1.5

DnD-099(M7) Dracolich – Paragon Undead Dragon

Monsters, Evil
1 3 7    2 5 8    3 8 9
Breath Weapon 3
While active, your opponent takes one damage each time either player rolls (but not rerolls) an action die.

This card is quite solid. If this ability can deal even 5 damage over the course of a game it is relevant. That being said, Breath Weapon 3 is just nothing to scoff at.

S: 3
C: 3
U: 3

DnD-030(B3) Drow Assassin – Lesser Humanoid

Monsters, Equippable, Evil
0 3 2    1 4 2    1 4 4

An equippable card with good stats and costs. The fielding costs make it a bit less desirable for unlimited, but this is a worthwhile limited pick.

S: 3.5
C: 2.5
U: 2

DnD-068(B4) Drow Assassin – Greater Humanoid

Monsters, Equippable, Evil
0 3 2    1 4 2    1 4 4
Cannot be blocked by adventurers.
If Drow Assassin damages an opponent, you may knock out an adventurer.

This is just OK when fighting against adventurers and quite bad when not fighting against adventurers. A 4 cost character needs to do just a bit more than this.

S: 2
C: 1.5
U: 1

DnD-100(B4) Drow Assassin – Paragon Humanoid

Monsters, Equippable, Evil
0 3 2    1 4 2    1 4 4
At the end of the attack step, knock out all adventurers engaged with this character.

With little attack and block manipulation in DnD DM, this ability is generally worse than that of the uncommon. The lower value of counter cards like this carry on into the unlimited rating as well.

S: 2
C: 1
U: 1

DnD-031(S3) Dwarf Cleric – Lesser Order of the Gauntlet

Order of the Gauntlet, Equippable, Good
0 1 3    0 1 4    1 2 5
Experience
When fielded, knock out an undead monster of equal or lower level.

This ability isn’t very powerful, but the purchase and fielding costs are good for a chump blocker though.

S: 3.5
C: 1.5
U: 1

DnD-069(S3) Dwarf Cleric – Greater Emerald Enclave

Emerald Enclave, Equippable, Good
0 1 3    0 1 4    1 2 5
Experience
This character takes no damage from undead monsters.

Because of Dwarf Cleric’s low fielding costs, having him get KO’d is typically not such an awful thing. It does help him stick around until the end of turn in order to collect EXP though.

S: 3
C: 1
U: 1

DnD-101(S4) Dwarf Cleric – Paragon Lords Alliance

Lords Alliance, Equippable, Neutral
0 1 3    0 1 4    1 2 5
Experience
When assigned to attack, reroll all opposing undead characters. Move any dice showing energy faces to the used pile.

This is a very very situational card. The cost is appropriate for such a powerful ability against Undead, but I’m not sure how much Undead we will see.

S: 2
C: 2
U: 1

DnD-032(B3) Elf Wizard – Lesser Harper

The Harpers, Equippable, Good
0 0 2    0 1 3    1 2 4
Experience
When fielded, action dice cost 1 less to purchase. When assigned to attack, move an action die from your used pile to your prep area.

The purchase cost and abilities on this card are very solid. The cost reduction is surprisingly relevant when attempting to purchase a 4 cost action die. It allows you to really maximize Red Dragon’s Global. The quick prep is definitely very strong as well. You can use it to prep an action you just bought.

S: 3.5
C: 3.5
U: 3.5

DnD-070(B3) Elf Wizard – Greater Order of the Gauntlet

Order of the Gauntlet, Equippable, Good
0 0 2    0 1 3    1 2 4
Experience
When fielded, action dice cost 1 less to purchase.
When assigned to block, move an action die from our used pile to your prep area.

The benefits of the common and uncommon are very similar. That being said, although you are guaranteed an opportunity to attack every turn, Elf Wizard’s stats and fielding cost make it much better suited as a blocker. Most importantly, you can prep actions you used in the previous turn. The common version can’t prep those dice because they were out of play on your turn.

S: 4
C: 4
U: 4

DnD-102(B3) Elf Wizard – Paragon Zhentarim

Zhentarim, Equippable, Evil
0 0 2    0 1 3    1 2 4
Experience
When fielded, action dice cost 1 less to purchase. When assigned to attack, roll up to two action dice from your opponent’s used pile and use any actions rolled. Return the dice afterward.

This card can be extremely good in the DnD metagame. Action dice in DnD are very powerful and when there’s a Red Dragon in the game, very few people can resist picking up a couple. It only takes a couple good action activations to make this card more than worthwhile.

S: 3.5
C: 3.5
U: 2

DnD-033(B6) Frost Giant – Lesser Elemental

Monsters, Equippable, Evil
1 5 2    2 6 4    3 8 5
Frost Giant can only be blocked by two or more characters.

Solid stats for what it does. Breath Weapon makes it considerably more difficult to build up a large number of blockers than in previous sets.

S: 3
C: 3
U: 1

DnD-071(B6) Frost Giant – Greater Elemental

Monsters, Equippable, Evil
1 5 2    2 6 4    3 8 5
When Frost Giant is blocked, choose a character that is not engaged with it.
That character cannot attack during your opponent’s next turn.

This is a pretty flexible ability and can be pretty good for holding back a breath weapon. That being said, it’s very expensive for something that only gives you a unique bit of defense.

S: 2
C: 1.5
U: 1

DnD-103(B6) Frost Giant – Paragon Elemental

Monsters, Equippable, Evil
1 5 2    2 6 4    3 8 5
When Frost Giant attacks, after blockers are assigned, remove one blocker from the attack zone (it remains in the field).

This ability is pretty nice. It’s pretty much a free offensive use of Distraction. It’s still niche though. I’m pretty sure there are people excited to use this with Overcrush though. In the absense of the removed blocker, the full attack of an character with Overcrush hits the opponent without sending it to used.

S: 2
C: 2.5
U: 2

DnD-036(B4) Half-Dragon – Lesser Humanoid

Monsters, Neutral
0 2 2    1 3 3    2 5 3
While active, dragons cost you 1 less to purchase, to a minimum of 1.
While active, your dragons get +1A and +1D when attacking.

Dragons are one of the more powerful things in this set and this card is easily purchased on turn 1. Things can get fairly out of hand from there on out. The +1A is especially nice considering there are a handful of dragons with very low attack.

S: 3.5
C: 4
U: 3

DnD-072(B4) Half-Dragon – Greater Humanoid

Monsters, Neutral
0 2 2    1 3 3    2 5 3
While active, dragons cost you 1 less to purchase, to a minimum of 1.
While active, when you field a Dragon, deal 1 damage to your opponent.

It’s hard to say whether this is better than the common. I’m going to say no because dragons are fairly beefy to begin with, so they won’t tend to get refielded very often. That being said, just the cost reduction is enough to give this card the same rankings.

S: 3.5
C: 4
U: 3

DnD-104(B5) Half-Dragon – Paragon Humanoid

Monsters, Neutral
0 2 2    1 3 3    2 5 3
While active, dragons cost you 2 less to purchase, to a minimum of 1.
While active, when you field a Dragon, you may purchase an action die for 3 less cost (minimum 0).

I don’t know if I would run this over the 4 cost incarnations because it actually doesn’t fit as smoothly into a purchase curve and encourages really clogging up your bag. That being said, the things you will be putting in your bag will probably be very powerful and you can buy this on turn 2 with Resurrection’s global. I don’t recommend using this card with PXG though.

S: 3
C: 4.5
U: 3

DnD-037(F3) Half-Orc Fighter – Lesser Emerald Alliance

Emerald Enclave, Equippable, Good
0 2 1    0 2 2    1 3 3
Experience
Gets +1A and +1D while it has a gear equipped.

0/0/1 fielding cost is always nice to see and the stat boosts from both experience and this card’s ability make it quite cost efficient.

S: 3.5
C: 3.5
U: 2.5

DnD-073(F3) Half-Orc Fighter – Greater Lords Alliance

Lords Alliance, Equippable, Neutral
0 2 1    0 2 2    1 3 3
Experience
While active, gear dice cost you 2 less to purchase, to a minimum of 1.

Gear is actually quite difficult to get rid of from the field, so I can imagine this card being quite good for constructed play in particular. Dropping the +2A uncommon Magic Sword down to 1 cost in particular can be pretty awesome.

S: 3
C: 4
U: 2.5

DnD-105(F3) Half-Orc Fighter – Paragon Zhentarim

Zhentarim, Equippable, Evil
0 2 1    0 2 2    1 3 3
Experience
When you field this character, you may immediately use the Equip ability to equip a gear die to it.
While it has a gear is equipped, Half-Orc gets +3A when engaged with a good character.

I’m not a huge fan of this card, but it’s not too bad. You can drop a single sword down and have your Half-Orc run in with it every single turn rather than every other turn.

S: 3
C: 3
U: 2

DnD-040(S5) Invisible Stalker – Lesser Elemental

Monsters, Neutral
1 3 3    1 4 4     2 5 4
If one Invisible Stalker die attacks alone, it cannot be blocked.

Unblockable damage is generally pretty good for limited. The cost and damage is agreeable as well.

S: 4
C: 3
U: 2

DnD-074(S4) Invisible Stalker – Greater Elemental

Monsters, Neutral
1 3 3    1 4 4    2 5 4
While active, you may move this character to the used pile to prevent all damage from a character that damages you either with an ability or during the attack step.

I wish this ability allowed me to completely nullify both ability and combat damage from a character instead of just one. That being said, the card is usable. It can completely block a dragon after all.

S: 3
C: 3
U: 1.5

DnD-106(S4) Invisible Stalker – Paragon Elemental

Monsters, Neutral
1 3 3    1 4 4    2 5 4
Invisible Stalker must block if able.
When fielded, at least one character must attack on your opponent’s next turn (if able).

The forced attack is not an incredibly powerful ability, but the self forced blocking is pretty bad.

S: 2
C: 1.5
U: 1

DnD-041(F1) Kobold – Lesser Humanoid

Monsters, Equippable, Evil
0 1 1 *    0 1 1    0 1 2
* When fielded, spin each of your other fielded Kobolds up 1 level.

The character sides of this character are essentially sidekicks, so you definitely don’t want your bag full of them. That being said, they could be interesting with equipment. Also, buying one or two early on can be good for jump starting your energy.

S: 2.5
C: 2.5
U: 2

DnD-075(F1) Kobold – Greater Humanoid

Monsters, Equippable, Evil
0 1 1 *    0 1 1    0 1 2
Swarm
Must attack if your opponent controls any adventurers.
At least one adventurer must block this Kobold (if able).

It’s a good thing that your opponent’s cannot get Experience tokens on your turn. I think this is the most viable Kobold for constructed. They can be combined with gear to make a pretty intimidating fighting force.

S: 2.5
C: 2.5
U: 2

DnD-107(F2) Kobold – Paragon Humanoid

Monsters, Equippable, Evil
0 1 1 *    0 1 1    0 1 2
Swarm
Gets +1A and +1D if your opponent has any good characters in the field.

These stats are just too low for 2 cost, even with swarm. The possible +1/+1 only brings it to par.

S: 2
C: 2
U: 1

DnD-042(B4) Manticore – Lesser Beast

Monsters, Evil
1 1 4    1 2 5    2 4 5
When assigned to attack, deal 1 damage to your opponent.

Reliable direct damage is always welcome in limited. It’s a bit too slow for constructed though. The very high defense values on Manticore will make it very difficult for your opponent to keep this guy from pinging them down.

S: 3.5
C: 2
U: 2

DnD-076(B4) Manticore – Greater Beast

Monsters, Evil
1 1 4    1 2 5    2 4 5
While active, deal 1 damage to each opposing character immediately after it is fielded.

This might be a bit confusing, but it’s essentially preventing your opponent from fielding Sidekicks or Stirges. It does allow them to prep them at will though, which is something to consider. I believe the tradeoff is pretty fair though.

S: 3
C: 3
U: 3

DnD-108(B5) Manticore – Paragon Beast

Monsters, Evil
1 1 4    1 2 5    2 4 5
While active, whenever you roll BOLT/BOLT on a die and do not reroll the result, deal 2 damage to a character or player.

This is kind of a weird card. I think it’s certainly good in limited, but I wonder if an unreliable 2 damage a turn is enough to justify the 5 cost in constructed.

S: 3.5
C: 3
U: 3

DnD-043(M5) Mind Flayer – Lesser Humanoid

Monsters, Evil
1 1 5    2 2 6    3 3 7
When fielded, if there is an opposing NPC in the field, you may knock it out and spin Mind Flayer up one level.

Mind Flayer’s stats are a bit lackluster, so spinning him up off an NPC KO isn’t really a big deal.

S: 2
C: 2
U: 1

DnD-077(M6) Mind Flayer – Greater Humanoid

Monsters, Evil
1 1 5    2 2 6    3 3 7
When fielded, choose an energy type, canceling all previous choices. Creatures of that energy type cost your opponent 2 more to field while Mind Flayer is active. This effect lasts until you field another Mind Flayer.

This is a pretty darn frightening ability and is priced appropriately. It’s hard to give this a concrete rating because we never know when the metagame will shift in a way that really makes this card shine.

S: 3
C: 3
U: 3

DnD-125(M5) Mind Flayer – Epic Humanoid

Monsters, Evil
1 1 5    2 2 6    3 3 7
When fielded, capture an opposing non-MASK character. This capture lasts until Mind Flayer leaves the field.

This is a pretty cool ability. You’ll typically want to trade up with it for value though. Even then it’s not much extra value because the captured die will return to field as soon as your opponent can KO Mind Flayer. Even so, this is a very usable card.

S: 3.5
C: 3.5
U: 3

DnD-044(F5) Minotaur – Lesser Humanoid

Monsters, Equippable, Evil
1 5 2    2 6 3    3 7 4
When fielded, Minotaur gets +1A and +1D for each opposing NPC (until the end of the turn).
When fielded, opposing NPCs cannot block this turn.

When paired with some spot blocker removal/disable, this guy can really dish it out. It requires quite a bit of setup and Minotaur isn’t all that cheap, but I think its playable.

S: 3
C: 3
U: 1.5

DnD-078(F5) Minotaur – Greater Humanoid

Monsters, Equippable, Evil
1 5 2    2 6 3    3 7 4
When assigned to attack, choose up to 2 opposing NPCs. Those NPCs cannot block.

NPCs are kind of something you’re guaranteed to see when there isn’t PXG in the game. I’m not a fan of Minotaur’s low defense and high fielding costs, but if you can keep him from getting KO’d with Gear, disabling two chump blockers a turn is pretty valuable.

S: 3
C: 3
U: 2

DnD-109(F5) Minotaur – Paragon Humanoid

Monsters, Equippable, Evil
1 5 2    2 6 3    3 7 4
When assigned to attack, Minotaur captures one opposing die of a lower level. This die remains captured until the capturing die leaves the field or uses the ability again.

It’s pretty strange to see a Minotaur as a powerful control card. Its unfortunate that the capture is not optional, but it’s more true to the character design I suppose. This pairs really well with Polymorph in order to guarantee your Minotaur is level 3.

S: 3
C: 3.5
U: 3

DnD-045(M5) Mummy – Lesser Undead

Monsters, Evil
0 2 4    0 3 4    1 4 6
Energy Drain
While active, MASK characters cost you 1 less to purchase, to a minimum of 1.

0/0/1 fielding costs are always nice to see. The ability is also very good, especially in unlimited. Mask globals and characters aren’t quite as powerful in DnD, but this card keeps them relevant.

S: 3
C: 3
U: 3.5

DnD-079(M5) Mummy – Greater Undead

Monsters, Evil
0 2 4    0 3 4    1 4 6
Energy Drain
If one or more of your Mummies damages your opponent, gain life equal to the level of your highest level Mummy.

Healing is nice, but it’s already hard to get your Mummy through your opponent’s blockers. 1-3 life isn’t really much of a reward for buying a 5 cost and managing to have it be unblocked.

S: 2
C: 2
U: 1

DnD-110(M5) Mummy – Paragon Undead

Monsters, Evil
0 2 4    0 3 4    1 4 6
Energy Drain
When fielded, spin all adventurers (both players’) down 1 level and remove one Experience counter from each adventurer card (if able).

This is a pretty powerful anti-Adventurer tech card and the only one that allows you to remove experience counters. Seeing this card can possibly change the trajectory of your draft.

S: 3.5
C: 3.5
U: 2

DnD-046(F2) Orc – Lesser Humanoid

Monsters, Equippable, Neutral
0 2 2    1 3 2    1 3 3

These stats are serviceable and 2 cost cards are always welcome in limited. This is another good card to consider for equipment based teams. He will probably need Gear in order to protect him from Breath Weapons.

S: 3
C: 3
U: 2

DnD-080(F3) Orc – Greater Humanoid

Monsters, Equippable, Neutral
0 2 2    1 3 2    1 3 3
Swarm

If you’re buying enough dice of this card to make Swarm worthwhile, you have probably missed an opportunity elsewhere. That being said, it’s still pretty low cost.

S: 3
C: 2
U: 2

DnD-111(F3) Orc – Paragon Humanoid

Monsters, Equippable, Neutral
0 2 2    1 3 2    1 3 3
Gets +1A and +1D for each other Orc in the field (both players’).

This is pretty good. Just having two Orcs gives them stats that I would consider good value for cost. I much prefer this to the uncommon.

S: 3
C: 3.5
U: 2

DnD-047(F5) Owlbear – Lesser Beast

Monsters, Neutral
1 2 4    1 4 5    2 5 6
While active, all adventurers (both players’) get –2A and –2D (knock out any adventurers that end up with 0D or less).

This is one monstrous anti-Adventurer tech card. Most adventurers start with pretty bad stats, so if you can drop this on the field before the opponents can build up any experience on their adventurers, they may never see an experience token.

S: 4
C: 4
U: 2

DnD-081(F5) Owlbear – Greater Beast

Monsters, Neutral
1 2 4    1 4 5    2 5 6
When fielded, knock out an adventurer.

As a tech card, this is just OK. Adventurers can only gain experience on their turns, so something as temporary as a KO won’t hugely hinder your opponent’s ability to power up their adventurers.

S: 3
C: 2
U: 1

DnD-112(F4) Owlbear – Paragon Beast

Monsters, Neutral
1 2 4    1 4 5    2 5 6
When an Owlbear attacks, all opposing Adventurers must block an Owlbear (if able).

Owlbears stats are pretty competitive for a 4 cost card. As mentioned before, Adventurers’ stats are pretty poor in order to compensate for their growth potential so buying this quickly enough can suppress them to some degree.

S: 4
C: 3
U: 2

DnD-048(B4) Pit Fiend – Lesser Fiend

Monsters, Equippable, Evil
1 3 3    1 4 4    1 5 5
After you field your first Pit Fiend each turn, your fiends cost 2 less to purchase, to a minimum of 1 (for the rest of the turn).

These stats aren’t too bad, especially if you can manage to buy a few for 2 energy. Pit Fiend might be one of the better cards to pair with Magic Helmet in order to make it harder to block.

S: 3
C: 3
U: 2

DnD-082(B4) Pit Fiend – Greater Fiend

Monsters, Equippable, Evil
1 3 3    1 4 4    1 5 5
When fielded, your fiends cost 2 less to field (minimum 0) for the rest of the turn.

Functionally the same ability as the common really. This card is strictly better, but not in a huge way.

S: 3
C: 3
U: 2

DnD-113(B5) Pit Fiend – Paragon Fiend

Monsters, Equippable, Evil
1 3 3    1 4 4    1 5 5
When you field your first Pit Fiend each turn, you may move 1 NPC die from your reserve pool to your used pile to draw 3 dice. Roll any evil character dice drawn this way. Place the other dice in your used pile.

It’s always really hard to judge quirky cards like this. I personally think it could be fun, but I can’t imagine myself accepting the risks involved with playing this card.

S: 1
C: 2
U: 1

DnD-049(F6) Purple Worm – Lesser Beast

Monsters, Neutral
1 5 3    1 6 5    2 8 7
Overcrush

Decent stats with above average fielding costs. 6 Cost isn’t all too much and combined with something like Cone of Cold, I can see this card working pretty well in limited. Overcrush is a pretty potent keyword.

S: 3.5
C: 2.5
U: 2

DnD-083(F7) Purple Worm – Greater Beast

Monsters, Neutral
1 5 3    1 6 5    2 8 7
Overcrush
When assigned to attack, knock out a character (either player’s), then deal damage to your opponent equal to that character’s level.

This isn’t too bad either. Spot removal is pretty valuable and you’re probably going to be KOing something at least level 2 in general. A solid bruiser that puts your opponent on a clock.

S: 3
C: 3
U: 2

DnD-114(F7) Purple Worm – Paragon Beast

Monsters, Neutral
1 5 3    1 6 5    2 8 7
When fielded, knock out all fielded characters (both players’) that have a purchase cost of 4 or less.

This could be pretty good for dealing a final burst of damage, but the main pitfall is that you lose all your defenses and your opponent will get to swing in on a mostly empty board if you can’t kill them on the turn you field Worm.

S: 2
C: 2
U: 2

DnD-050(B7) Red Dragon – Lesser Dragon

Monsters, Evil
1 5 5    2 7 7    3 8 8
Breath Weapon 2
Field Red Dragon for free if your opponent has 2 or more non-NPC characters in the field.
Global: Once per turn, pay BOLT. When you purchase your next action die this turn, it costs 2 less (minimum 1) and you deal 1 damage to your opponent.

Believe it or not, I think that this is a somewhat serviceable 7 cost card. Breath weapon 2 is nice to have and the dragon’s stat distribution is just about average. The global is quite cool, but I don’t recommend bringing it into limited without a plan.

S: 3
C: 3
U: 3

DnD-084(B7) Red Dragon – Greater Dragon

Monsters, Evil
1 5 5    2 7 7    3 8 8
Breath Weapon 2
You may pay 2 life instead of 2 energy to pay this Breath Weapon cost.
Global: Once per turn, pay BOLT. When you purchase your next action die this turn, it costs 2 less (minimum 1) and you deal 1 damage to your opponent.

I personally think that this ability is quite good. The rate of damage is pretty high and as long as you’re dealing more damage than you’re taking everything is fine. The fast tempo will keep your opponent from having a chance to stabilize.

S: 3.5
C: 3.5
U: 3

DnD-126(B7) Red Dragon – Epic Dragon

Monsters, Evil
1 5 5    2 7 7    3 8 8
Breath Weapon 3
While active, once per turn when you use an action die effect, you may use a second copy of its effect.
Global: Once per turn, pay BOLT. When you purchase your next action die this turn, it costs 2 less (minimum 1) and you deal 1 damage to your opponent.

Note that this doesn’t say basic action die. This could be a pretty big deal. DnD introduced some pretty amazing non-basic actions. It’s a bit questionable how this interacts with persistent actions like Cerebro, but either way this card is cool. Breath Weapon 3 is nothing to scoff at either.

S: 4
C: 4
U: 3

DnD-051(M2) Skeleton – Lesser Undead

Monsters, Equippable, Evil
0 2 1    1 3 2    1 3 3

2 costs are always somewhat nice to have and these stats are serviceable. I prefer Zombie in most cases though. Low defense on Monsters can be very dangerous.

S: 3
C: 2
U: 1

DnD-085(M3) Skeleton – Greater Undead

Monsters, Equippable, Evil
0 2 1    1 3 2    1 3 3
Adventurers deal 2 less damage to this character.

The ability is just a little useful, but I don’t think it’s good enough to justify paying one more energy per skeleton.

S: 2
C: 1
U: 1

DnD-115(M3) Skeleton – Paragon Undead

Monsters, Equippable, Evil
0 2 1    1 3 2    1 3 3
When fielded, if an opposing adventurer is in the field, you may purchase a Skeleton die at a cost of 1.

This ability could actually be pretty fun if you built up a lot of gear on your field and need to rush out some guys to equip it.

S: 2
C: 2.5
U: 1

DnD-052(F2) Stirge – Lesser Beast

Monsters, Neutral
0 1 1    0 2 1    1 3 1
Cannot be blocked by characters with a purchase cost of 3 or higher.

This ability is pretty good but if Magic Missile is in the game, you’re going to have to attack with your Stirges every single turn in order to avoid feeding adventurers EXP.

S: 3
C: 3
U: 3

DnD-086(F3) Stirge – Greater Beast

Monsters, Neutral
0 1 1    0 2 1    1 3 1
Stirge can only be blocked by adventurers.

This ability is pretty cool. Adventurers seem a bit hit or miss with me, so this could punish someone for skipping them. This card could be functionally unblockable in unlimited. Although its average damage is 2 per roll, you can increase that with buffs or Transfer Power.

S: 3
C: 3
U: 3.5

DnD-127(F3) Stirge – Epic Beast

Monsters, Neutral
0 1 1    0 2 1    1 3 1
Swarm
If Stirge attacks alone, it cannot be blocked.

This card is good for much the same reason as all the other Stirges. The Swarm keyword is strangely at odds with this monster’s ability though. Either way, this version makes for a very flexible attacker even without utilizing Swarm.

S: 4
C: 3
U: 3.5


DnD-053(S7) Tarrasque – Lesser Aberration

Monsters, Neutral
1 6 3    2 7 4    3 9 7
Regenerate
When Tarrasque regenerates, deal 4 damage to all other characters (both players’).

This is quite the board clear. If Tarrasque regenerates on your opponent’s turn and you are given the opportunity to refield your characters, this ability is potentially game winning.

S: 3
C: 2
U: 2

DnD-087(S8) Tarrasque – Greater Aberration

Monsters, Neutral
1 6 3    2 7 4    3 9 7
Regenerate
When Tarrasque regenerates, knock out all adventurers (both players’). Deal 1 damage to your opponent for each adventurer knocked out this way.
Global: Pay SHIELD. Choose an attacking character. It goes to the used pile if knocked out this turn.

This card probably costs too much to be worth buying unless your opponent has a LOT of adventurers. That being said, Tarrasque’s global is pretty frightening. I think we will see it quite a lot in control teams.

S: 2
C: 3
U: 3.5

DnD-128(S7) Tarrasque – Epic Aberration

Monsters, Neutral
1 6 3    2 7 4    3 9 7
Regenerate
When Tarrasque regenerates, knock out all of your opponent’s characters of equal or lower level.

This is mostly better than the common version. I believe this ability triggers based on what level Tarrasque is when it regenerates, so we unfortunately can’t use Polymorph to manipulate it into a full board clear.

S: 3.5
C: 3
U: 2

DnD-054(S5) Treant – Lesser Beast

Monsters, Good
1 3 6    2 4 7    3 5 8
While active, evil characters cost 1 more to field.
Global: Pay SHIELD. Prevent the next 2 damage that you (the player) take from an ability or action die this turn.

Serviceable stats and ability. Adding to fielding cost can be fairly crippling. The global ability is pretty awesome as well. I expect to see a bit of Treant in unlimited play. There’s quite a lot of direct damage in DnD as well. When bringing any Global, its best to limit your opponent’s opportunities to use it against you though.

S: 3.5
C: 3.5
U: 3.5

DnD-088(S5) Treant – Greater Beast

Monsters, Good
1 3 6    2 4 7    3 5 8
While active, evil characters cost 1 more to purchase.
Global: Pay SHIELD. Prevent the next 2 damage that you (the player) take from an ability or action die this turn.

An increase in purchase cost is markedly weaker than an increase in fielding cost. That being said, Treant’s unlimited rating is completely based on the Global.

S: 2.5
C: 2.5
U: 3.5

DnD-116(S5) Treant – Paragon Beast

Monsters, Good
1 3 6    2 4 7    3 5 8
While active, good characters that are blocking ignore damage from evil characters.

Global: Pay SHIELD. Prevent the next 2 damage that you (the player) take from an ability or action die this turn.

This is a pretty interesting ability. Evil cards are actually pretty strong in DnD, so being able to block them with impunity could be helpful.

S: 3.5
C: 3.5
U: 3.5

DnD-056(S6) Umber Hulk – Lesser Beast

Monsters, Evil
1 5 3    2 6 4    3 7 5
When fielded, choose an energy type. Your opponent cannot field characters of that type next turn.

The stats are quite lacking for a 6 cost. The ability, while cool, is also lacking in my eyes.

S: 1
C: 1
U: 0

DnD-089(S5) Umber Hulk – Greater Beast

Monsters, Evil
1 5 3    2 6 4    3 7 5
While active, your opponent cannot field NPCs.

These stats are fairly sensible on a 5 cost card and this is a very powerful ability in the absence of Uncanny X-Men Professor X. If you see it in a draft, snap pick it and make sure you bring Resurrection for a turn 2 buy that will completely gimp your opponent for the remainder of the game.

S: 4.5
C: 4
U: 3

DnD-117(S5) Umber Hulk – Paragon Beast

Monsters, Evil
1 5 3    2 6 4    3 7 5
When fielded, reroll all opposing level 1 and 2 characters. Move each die that shows an energy face to your opponent’s used pile.

Another awesome ability. This could be potentially devastating. The uncommon is probably better for limited, but this card is definitely better for constructed and unlimited.

S: 4.5
C: 4.5
U: 4

DnD-057(M3) Unicorn – Lesser Beast

Monsters, Good
0 2 2    0 3 3    1 4 4
While active, gain 1 life the first time each turn you field a good character.

Awesome stats, awesome fielding costs, awesome cost, great ability for the cost. This is a usable card even if you don’t use its ability at all just because of the stats.

S: 4
C: 4
U: 3

DnD-090(M3) Unicorn – Greater Beast

Monsters, Good
0 2 2    0 3 3    1 4 4
When fielded, if an opposing evil character is in the field, you may field good characters for free (until the end of the turn).

Same thing, but it loses a bit to the common card for having a “When Fielded” ability rather than a “While Active” one. That being said, fielding costs are pretty high in this set, so this ability will likely save you more than a few energy dice over the course of the game.

S: 3.5
C: 3.5
U: 3

(M4) Unicorn – Paragon Beast

Monsters, Good
0 2 2    0 3 3    1 4 4
While active, your other good characters get +2A and +2D.

Trying to put get together a lot of Good characters will probably be tricky for limited, but this is a very sizable persistent bonus at a very competitive price. I think it’s solid.

S: 3
C: 3.5
U: 2.5

DnD-059(M4) Wererat – Lesser Lycanthrope

Monsters, Equippable, Evil
0 3 1    1 4 1    1 4 3
While active, the first time during a turn that you draw a character that has the Swarm ability, draw one additional die.

This card has the stats of a 3 cost card and an ability that, while decent, is not mind blowing. Magic Missile and Cone of Cold is looking to be a pretty prominent part of DnD, so I’m not sure how reliably you’ll be able to activate this card.

S: 1
C: 2
U: 1.5

DnD-091(M4) Wererat – Greater Lycanthrope

Monsters, Equippable, Evil
0 3 1    1 4 1    1 4 3
While active, your evil characters with a purchase cost of 3 or less get +1A and +1D.

This card is still susceptible to Magic Missile, but less so to Cone of Cold. There are also a good number of low cost evil characters that can benefit from this.

S: 1.5
C: 2
U: 1.5

DnD-119(M4) Wererat – Paragon Lycanthrope

Monsters, Equippable, Evil
0 3 1    1 4 1    1 4 3
While active, your evil characters with a purchase cost of 3 or less cost 1 less to field (minimum 0).

This is the only version of Wererat whose ability can’t be disrupted by Magic Missile. There are actually very few cards which benefit from this ability though and many of them are weak for reasons other than their fielding costs.

S: 1
C: 2
U: 1

DnD-060(S2) Zombie – Lesser Undead

Monsters, Equippable, Neutral
0 1 2    0 2 2    1 3 3
After a Zombie is knocked out in an attack step, roll that die. If you roll a character face, return it to the field; otherwise place it in your prep area.

Fielding costs are the most important stat on a low cost character and Zombie is one of the few that have the all too handy 0/0/1 distribution. Its ability is also pretty handy.

S: 3.5
C: 3.5
U: 3

DnD-092(S2) Zombie – Greater Undead

Monsters, Equippable, Neutral
0 1 2    0 2 2    1 3 3
During the attack step, you may pay SHIELD to prevent all damage to a Zombie.

At first glance, you might want to always use the common incarnation over the uncommon Zombie. However, this ability is nice because it prevents Adventurers from gaining experience. Also, having your Zombies KO’d is not a particularly bad thing considering they have very little fielding cost. They will typically either come back for free or allow you to buy something expensive.

S: 3.5
C: 3.5
U: 3


DnD-120
(S3) Zombie – Paragon Undead

Monsters, Equippable, Neutral
0 1 2    0 2 2    1 3 3
After a Zombie is knocked out in the attack step, roll that die. If you roll a character face, knock out all opposing characters that were engaged with it. Place the Zombie in your prep area.

Even though it’s only a 50% chance, 3 cost for a blocker that can take down a really huge enemy is pretty good. If the opposing Adventurers start getting too big, this ability may be able to keep the Zombies a bit more relevant later in the game. Forcing attacks/blocks with globals in unlimited makes this an OK bit of removal too.

S: 3.5
C: 3.5
U: 3

DnD2014-1(F5) Minsc and Boo – “Go for the eyes, Boo!” [Max: 1]

Equippable, Good
0 3 3    1 4 4    1 6 6
While active, Minsc and Boo get an experience token (+1A and +1D) at the end of your turn. If Minsc and Boo go to the used pile, remove all of their experience tokens.
Once per turn, you may remove a token from Minsc and Boo to force an opposing character to block.

This promotional card is a sort of push your luck kind of card. It slowly builds itself into a bigger and bigger threat until it can finally just kill your opponent. However, you risk that 25% chance of ending up on an energy side each time your opponent manages to KO him. Since he doesn’t specifically have the “Experience” ability he dodges all of the nasty anti-Adventurer tech in the set. His constructed valuation may drop if that changes.

S: N/A
C: 4
U: 3

13 comments:

  1. “(6) Limited Wish – Lesser Spell
    Neutral
    Choose any unpurchased die (yours or from the basic actions cards) and roll it. If you roll a non-energy face, place the die in your used pile.

    Six cost for a 50/50 chance to have another free action die added to my bag? Not seeing the beauty of it yet. Granted, in Unlimited you could be rolling that every other turn…”

    Free action die? More like free Phoenix Force character. It reads “any unpurchansed die”, not any unpurchased action die.

    1. Thanks! We actually interpreted it this way while talking about it in the podcasts, but I guess forgot to fix it here.

  2. I would rate this set as very good. Blue dragons, Elf wizards, Stirges being my favorite. Zombies and halflings are cool as well. Umberhulk paragon beast is probably the strongest.

    1. My personal opinion is that while the average power of this set is higher than the other sets (very few very bad cards), its strongest cards may struggle to compete with the strongest cards of AvX.

      Umberhulk is DEFINITELY a beast though.

  3. Awesome review, I checked out the cards I thought worked well from what I’ve played already and agree with the ratings. Hopefully some of the stuff I spoke about helped.

  4. Beholder – Lesser Aberration you may want to test and rescore. In late game play its relatively easy to have 8-10 dice in your used pile when you field it. Putting them all into your prep area and then rolling them is quite enjoyable and effective. If you can manage to use dice to purchase a beholder on the same turn you field a beholder, this can chain for several turns.

    1. The main thing holding it back is its cost. Lesser Aberration is restrictively expensive and has a much less reliable activation than other 7 cost cards. It doesn’t quite scream game winning like a Breath Weapon 3 Dragon would. The inherent weakness of buying too many action dice is a notable reason why we scored it how we did.

  5. Awesome site! Check ours out http://www.gamerandco.com

    Awesome review too! Recently got hooked on DM and now I lose sleep at night thinking about this incredibly addictive game. Your break down of each card, including the numerical rating is helping me understand what works and doesn’t. Particularly helpful is that I agree with a lot of your ratings, especially being able to see what card(s) work best in niche decks vs. all-round solid cards.

    I’ll be revisiting your site when you do more reviews on future cards. I would love to see the Avengers vs Xmen review 😀

    1. Yeah, I suppose at this point I should just do it. We honestly just figured at the time, everyone already had it and that was that.

  6. Love the breakdown. One comment on Pit Fiend – Greater Fiend, your comment implies it has the same ability as the common, but this version effects fielding cost, the common effects purchase cost. Also the ability is overkill since it reduces fielding cast by 2 and the Pit Fiend is the only Fiend in the set with a max fielding cost of 1. I think you have way overrated this card. Buying Pit Fiends for 2 seems a much better (and more likely) option than reducing fielding costs for a turn.

    1. Yea, you’re right. You need to be fielding a bunch of Pit Fiends at once to make that worth it, but having reduced cost makes it way easier to have a bunch of Pit Fiends. I would hope we can see more DnD Dice Masters in the works.

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