DC World’s Finest Full Set Review

We’ve been on hiatus, but we’re back with our anticipated review of the latest Dice Master’s set, World’s Finest.  You’re reviewers for this set are Myke T (pimpatron), Robert T (archivist), Shawn E, Binh and Alex.  We provide our views and ratings of these cards based on how well they’d do in a Draft and Unlimited format.

This set is very synergized to the Batman Family and Team Superman affiliations, but there are several cards that we anticipate will break-out into Unlimited play.

Hope you enjoy this installment.

BASIC ACTIONS

DCDM3_01Starter-BAC-025-Brave-Sacrifice

Brave Sacrifice: Basic Action Card

DC: World’s Finest, #25/142
Rarity: Starter
Cost: 3 Generic
Type: Basic Action
Affiliation(s):
Keyword(s):
Die Stats: , * , **
Max Die: 3

Text:
Target Sidekick gets +2A and +2D until end of turn. If it does not attack, KO it.

Global: Pay [1 shield]. Spin target Sidekick die to level 1.

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 2
I guess you could use the die itself for draft.

Robert:
Draft: 3 Unlimited: 3
Average cost BAC that gives one Sidekick some durability and forces them to be an attacker. Not expected to be used too often.

Binh:
Draft: 3 Unlimited: 2
Not much use in unlimited, fills the low cost die for drafts. Global seems useless and hurts you if you use a sidekick based team.

Shawn:
Draft: 3 Unlimited: 3
Have not seen a need or a good use for this card. Global is interesting, but not sure how I would benefit from it.

Alex:
Draft: 2 Unlimited: 1
Could be useful in draft if you have a sidekick wall and need to sneak some damage through. Can be used as removal, but probably not worth the “cost” of 2 energy

.

Draft
3.00
Unlimited
2.20

DCDM3_01Starter-BAC-026-Call-to-Action

Call to Action: Basic Action Card

DC: World’s Finest, #26/142
Rarity: Starter
Cost: 3 Generic
Type: Basic Action
Affiliation(s):
Keyword(s):
Die Stats: , * , **
Max Die: 3

Text:
Target non-Sidekick character die gets +3A until end of turn.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 4
3 attack is decent. Too bad there are much better things out there.

Robert:
Draft: 5 Unlimited: 6
This BAC combines well with Overcrush effects or giving that unblocked character an extra attack boost.

Binh:
Draft: 4 Unlimited: 4
Better than Brace Sacrifice but Anger Issues seems the better option.

Shawn:
Draft: 4 Unlimited: 4
Could be handy for that attack boost, who wouldnt benefit from, a +3?

Alex:
Draft: 5 Unlimited: 5
Decent buff for the cost, but works best with overcrush characters

.

Draft
4.80
Unlimited
4.60

DCDM3_01Starter-BAC-027-Dark-Avenger

Dark Avenger: Basic Action Card

DC: World’s Finest, #27/142
Rarity: Starter
Cost: 2 Generic
Type: Basic Action
Affiliation(s):
Keyword(s):
Die Stats: , * , **
Max Die: 3

Text:
Deal 1 damage to target player or character die. If you have an active [Batman Affiliation] character, instead deal 2 damage.

Global: Pay [1 bolt]. Once during your turn, deal 1 damage to target player if you have no character dice the Field Zone.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 5
It’s like a cheap Powerbolt with a Global, and even better if you’re using Batman Affiliation characters

Robert:
Draft: 4 Unlimited: 4
Within this set, use with change affiliation globals (Dick Grayson/Trusted Friend) to maximize its effect. The global is too limiting – Magic Missile global is a better choice if you want such an effect.

Binh:
Draft: 5 Unlimited: 3
Nice burn for drafts. Global is very limiting, nice little burn at the beginning of the match but leaving your field open late game to deal 1 damage is not too smart. Might combo decently with a vicious struggle team (still a stretch).

Shawn:
Draft: 7 Unlimited: 4
I like this one lot, and it has won many games on both sides of the table.he global is nifty, and if you are running a bat team, its win.

Alex:
Draft: 5 Unlimited: 3
Average removal for draft, given the number of Batman affliated characters. The pinging global is a good way to get some early damage through. Not very useful for constructed, as a Bat-Family centric team doesn’t look to be tier 1.

.

Draft
5.60
Unlimited
3.80

DCDM3_01Starter-BAC-028-End-of-Days

End of Days: Basic Action Card

DC: World’s Finest, #28/142
Rarity: Starter
Cost: 6 Generic
Type: Basic Action
Affiliation(s):
Keyword(s):
Die Stats: , * , **
Max Die: 3

Text:
Each player chooses one of their active character dice and KOs the rest.

Individual Ra(n)tings

Myke:
Draft: 2 Unlimited: 2
Gawd. Game changer. If you could ever buy it.

Robert:
Draft: 2 Unlimited: 3
While very expensive, this card can be a doomsday weapon if your opponent has walled-up. Doubt if it will be utilized much, but when it is, can turn a game around quickly.

Binh:
Draft: 1 Unlimited: 1
You want to make sure you’re going to deal lethal after using this because on your opponent’s turn he’ll be rolling all of his KO’d characters when you have max 1 character die to defend with.

Shawn:
Draft: 1 Unlimited: 1
I dont see how this would ever benefit you? your guys go to prep, and so do your opponent’s. They get to put thirs on the table first.

Alex:
Draft: 1 Unlimited: 5
Not that useful for draft because it leaves you wide open to attacks, and there isn’t much ramp. In constructed, this can be a great way to swing for lethal, assuming you use this before fielding your characters. This will likely require that you had a significant amount of character dice in your prep area at the start of the turn. The cost to buy is a major limiting factor.

.

Draft
1.40
Unlimited
2.40

DCDM3_01Starter-BAC-029-Kryptonite-Threat

Kryptonite Threat: Basic Action Card

DC: World’s Finest, #29/142
Rarity: Starter
Cost: 4 Generic
Type: Basic Action
Affiliation(s):
Keyword(s):
Die Stats: – , * , **
Max Die: 3

Text:
Target character die can’t block until the end of turn.
*/** Also, draw a die from your bag and add it to your Prep Area.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 3
Ramp in any set for draft is nice, though the chances of that happening are 1 in 3. If this were cheaper to buy, then it would have been more useful.

Robert:
Draft: 5 Unlimited: 6
While there are other cards that provide this non-burst ability (e.g. Web Shooters or Gwen Stacy – Spider-Ally), the burst ability is the desirable effect, in that it provides ramp.

Binh:
Draft: 6 Unlimited: 6
Both abilities are useful. Only drawback is deciding whether or not to reroll to get that burst ability.

Shawn:
Draft: 5 Unlimited: 2
If this didn’t cost 4, I’d like it more. Could be handy to avoid pesky blockers.

Alex:
Draft: 5 Unlimited: 5
Useful abilities, and even better when combined. Could give you some incremental value when facing a wall-vs-wall situation.

.

Draft
5.20
Unlimited
4.40

DCDM3_01Starter-BAC-030-Man-of-Steel

Man of Steel: Basic Action Card

DC: World’s Finest, #30/142
Rarity: Starter
Cost: 3 Generic
Type: Basic Action
Affiliation(s):
Keyword(s): Continuous
Die Stats: , * , **
Max Die: 3

Text:
Continuous
Prevent up to 2 damage to target character die and move this die to your Used Pile. If you have an active [Superman Affiliation] character, also gain 1 life.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 3
Not bad. Better in draft, if you felt like getting Superman characters

Robert:
Draft: 5 Unlimited: 4
Nice ability to augment a Superman team. In Draft, I’d include this BAC if running such a team.

Binh:
Draft: 5 Unlimited: 3
If this were 2 cost, would’ve been fun with Big Entrance. But at 3, just doesn’t give enough punch to be worthwhile.

Shawn:
Draft: 4 Unlimited: 2
Could be handy in a Supes team. Havent used it yet.

Alex:
Draft: 5 Unlimited: 2
Good way to prevent some damage from nightwing and similar characters. Really good at keeping your Iron Will characters on the field if you draft a Superman heavy team. Incidental life gain is always a bonus.

.

Draft
5.00
Unlimited
2.80

DCDM3_01Starter-BAC-031-To-the-Rescue

To the Rescue!: Basic Action Card

DC: World’s Finest, #31/142
Rarity: Starter
Cost: 2 Generic
Type: Basic Action
Affiliation(s):
Keyword(s):
Die Stats: , * , **
Max Die: 3

Text:
You may field (from your Reserve Pool) one character die for free, or field any number of [Superman Affiliation] character dice for free until the end of turn.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 3
Great cost, great with a Superman Afiiliation team

Robert:
Draft: 4 Unlimited: 4
Again, nice fit with a Superman team and a way to mitigate those high fielding cost character dice.

Binh:
Draft: 6 Unlimited: 4
Great for Superman teams, stupid without.

Shawn:
Draft: 5 Unlimited: 3
Good for that Super team.

Alex:
Draft: 6 Unlimited: 5
Obviously geared for Superman teams. Probably useful in draft, but will only be valuable in unlimited if a Superman character can sneak its way into the meta.

.

Draft
5.60
Unlimited
3.80

DCDM3_01Starter-BAC-032-Too-Big-To-Fly

Too Big To Fly: Basic Action Card

DC: World’s Finest, #32/142
Rarity: Starter
Cost: 4 Generic
Type: Basic Action
Affiliation(s):
Keyword(s):
Die Stats: , * , **
Max Die: 3

Text:
KO target character die with A of 5 or greater.

Global: Pay [1 fist]. Target character die gets +1A until end of turn.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 4
Global is useful. Actual die can be useful.

Robert:
Draft: 5 Unlimited: 4
Good character removal measure against those bruisers. May be too situational for frequent use in Unlimited, but can be used for an unexpected hit on your opponent. Mediocre global that can be used as a dump for fist energy.

Binh:
Draft: 5 Unlimited: 5
Millennium puzzle is by far more superior as a removal than this and your opponent doens’t have access to it. Global is nice but there are better options.

Shawn:
Draft: 6 Unlimited: 6
I use this one a bunch as +1 and a fist global just makes sense. Never purchased it.

Alex:
Draft: 5 Unlimited: 3
Useful for this draft format. Not that great for unlimited given that rush teams are popular.

.

Draft
5.20
Unlimited
4.40

DCDM3_01Starter-BAC-033-Trusted-Friend

Trusted Friend: Basic Action Card

DC: World’s Finest, #33/142
Rarity: Starter
Cost: 2 Generic
Type: Basic Action
Affiliation(s):
Keyword(s):
Die Stats: , * , **
Max Die: 3

Text:
The first [Batman Affiliation] or [Superman Affiliation] character die you purchase this turn costs 1 less.

Global: Pay [1 mask]. Target character die gains [Batman Affiliation] or [Superman Affiliation] until end of turn.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 2
The global can be useful. The die itself, pretty useless. If you rolled a 2 Generic, then that’s the same as rolling one of the action faces in terms of energy given by the die itself towards purchasing costs.

Robert:
Draft: 6 Unlimited: 4
Very situational, expect to see this in Draft play quite often. This global enhances Batman – Natural Leader and a few other cards in this set.

Binh:
Draft: Unlimited: 6
Cheap and global makes other sets play well with this one. Could potentially create great combos.

Shawn:
Draft: 6 Unlimited: 3
Really handy global, seems like buying the die doesnt make sense, unless you just need a 2 buy.

Alex:
Draft: 6 Unlimited: 2
You’d only play this for the global.

.

Draft
6.00
Unlimited
3.40

DCDM3_01Starter-BAC-034-Vigilante-Justice

Vigilante Justice: Basic Action Card

DC: World’s Finest, #34/142
Rarity: Starter
Cost: 3 Generic
Type: Basic Action
Affiliation(s):
Keyword(s):
Die Stats: , * , **
Max Die: 3

Text:
When one of your character dice is KO’d this turn, KO target opposing non-[Batman Affiliation] character die. (Do this once for each of your character dice KO’d.)

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 8
Man. This could get nasty with something like Blue-Eyes White Dragon Rare from Yu-Gi-Oh!. Draft, not as useful.

Robert:
Draft: 4 Unlimited: 5
Nice retaliatory effect, if your opponent isn’t running a Batman team.

Binh:
Draft: 4 Unlimited: 8
Hopefully I’m reading this correctly but this may be the new spot removal. Blue Eyes Global can now KO an opponent, Solomon does double KO, and Fabricate will be deadly.

Shawn:
Draft: 4 Unlimited: 8
I see this getting some unlimited use unless the wording is wrong. Agree with the others.

Alex:
Draft: 5 Unlimited: 8
For draft, this can be a good equalizer for attacks that aren’t in your favor. For unlimited, this combos really well with cards like Blue Eyes and Solomon Grundy.

.

Draft
4.40
Unlimited
7.40

STARTER SET CARDS

DCDM3_01Starter-001-Batman_Natural-Leader

Batman: Natural Leader

DC: World’s Finest, #1/142
Rarity: Starter
Cost: 5 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 1 4 3, 2 5 4, 2 6 5
Max Die: 4

Text:
Batman costs 1 less to purchase for each of your different active [Batman Affiliation] characters

Global: Pay [1 fist]. KO target level 1 [Villains] or [Superman Affiliation] character die unless an opponent pays 2 life.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 4
This could escalate quickly in a mixed Batman Affiliation, spin-down team

Robert:
Draft: Unlimited: 3
As with many of the cards in this set, this card is the most effective when it is teamed with others of the same affiliation. Thus, it probably won’t see much play in unlimited. The global does have uses if you are running an anti-Villain team (niche Gobby stopper, if he’s on level 1). You can do some shenanigans if you have the Global Ability from Dick Grayson or the Trusted Friend BAC available.

Binh:
Draft: Unlimited: 2
Great in drafts but just requires too much setup for unlimited.

Shawn:
Draft: Unlimited: 2
Please start including starter guys into boosters. Would be fun in a limited format. What I mean to say is it might actually see play in limited.

Alex:
Draft: Unlimited: 3
Only useful for very casual games with a Batman heavy team. The global could have some use if Villain teams become more popular.

.

Draft
n/a
Unlimited
2.80

DCDM3_01Starter-002-Batman_Terror-of-Crime-Alley

Batman: Terror of Crime Alley

DC: World’s Finest, #2/142
Rarity: Starter
Cost: 5 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s): Vengeance
Die Stats: 1 4 3, 2 5 4, 2 6 5
Max Die: 4

Text:
Vengeance
When you take damage, spin each of your Batman dice up 1 level and deal 1 damage to target opposing Sidekick.

Global: Pay [1 fist]. KO target level 1 [Villains] or [Superman Affiliation] character die unless an opponent pays 2 life.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 3
My favorite version of Batman in the Starter set. I still wouldn’t use it, though.

Robert:
Draft: Unlimited: 3
Again, a niche card best used with Batman affiliation teams.

Binh:
Draft: Unlimited: 3
Same as above.

Shawn:
Draft: Unlimited: 2
Ditto, missed opportunity for a good draft card.

Alex:
Draft: Unlimited: 3

.

Draft
n/a
Unlimited
2.80

DCDM3_01Starter-003-Batman_Crime-Fighter

Batman: Crime Fighter

DC: World’s Finest, #3/142
Rarity: Starter
Cost: 6 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s): Vengeance
Die Stats: 1 4 3, 2 5 4, 2 6 5
Max Die: 4

Text:
Vengeance
When you take damage, deal 4 damage to target [Villains] or [Superman Affiliation] character die.

Global: Pay [1 fist]. KO target level 1 [Villains] or [Superman Affiliation] character die unless an opponent pays 2 life.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 3
The ability is too situational, and his purchase cost is too high.

Robert:
Draft: Unlimited: 4
Nice ability, but a little too expensive to develop against rush Villain teams using Cheetah, or many commonly used Villains (Black Manta, Gobby, Jocasta or Grundy – if they are not on level 3). You can do some shenanigans if you have the Global Ability from the Trusted Friend BAC available.

Binh:
Draft: Unlimited: 3
Ability’s too situation for a die that cost 6 energy. Not worth the cost.

Shawn:
Draft: Unlimited: 3
I like batman but it costs too much and would be pretty slow in unlimited.

Alex:
Draft: Unlimited: 3

.

Draft
n/a
Unlimited
3.20

DCDM3_05SuperRare-143-Bat-Mite_5th-Dimension

Bat-Mite: 5th Dimension

DC: World’s Finest, #143/142
Rarity: Promo
Cost: 4 Shield
Type: Character
Affiliation(s):
Keyword(s):
Die Stats: 0 1 1, 0 1 2, 0 1 3
Max Die: 1

Text:
While Bat-Mite is active, Batman character dice can’t attack or block. Bat-Mite cannot be KO’d by combat damage.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 1
Cute. I’d never use it.

Robert:
Draft: Unlimited: 4
The promo card you get with buying a Starter set. You can do some shenanigans if you have the Global Ability from Dick Grayson or the Trusted Friend BAC available.

Binh:
Draft: Unlimited: 3
Haha funny.

Shawn:
Draft: Unlimited: 2
Would be fun to use, sadly I dont think it will.

Alex:
Draft: Unlimited: 3
Too bad this can’t be used in draft.

.

Draft
n/a
Unlimited
2.60

DCDM3_01Starter-004-Catwoman_Antihero

Catwoman: Antihero

DC: World’s Finest, #4/142
Rarity: Starter
Cost: 2 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 2 1, 1 2 2, 2 3 3
Max Die: 4

Text:
BLANK

Individual Ra(n)tings

Myke:
Draft: Unlimited: 1
Way too many better 2-cost and 2-Fist characters out there.

Robert:
Draft: Unlimited: 0
First BLANK card of the set. Better low cost fist characters available for use in Unlimited.

Binh:
Draft: Unlimited: 2
Not much to say.

Shawn:
Draft: Unlimited: 2
OK stats.

Alex:
Draft: Unlimited: 1

.

Draft
n/a
Unlimited
1.20

DCDM3_01Starter-005-Catwoman_Former-Burglar

Catwoman: Former Burglar

DC: World’s Finest, #5/142
Rarity: Starter
Cost: 3 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 2 1, 1 2 2, 2 3 3
Max Die: 4

Text:
Catwoman can’t be blocked by Sidekicks.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 3
She’s okay in early game, then she’s just a hinderance due to her fielding costs.

Robert:
Draft: Unlimited: 4
You could zip this die in if your opponent is running a Sidekick-only defense, but most of the time she’ll be blocked. Her FC is costly for such an ability.

Binh:
Draft: Unlimited: 3
FC too much to have her constantly leaving the field.

Shawn:
Draft: Unlimited: 2
Probably wont see much play.

Alex:
Draft: Unlimited: 2

.

Draft
n/a
Unlimited
2.80

DCDM3_01Starter-006-Catwoman_Stealthy

Catwoman: Stealthy

DC: World’s Finest, #6/142
Rarity: Starter
Cost: 3 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 2 1, 1 2 2, 2 3 3
Max Die: 4

Text:
Catwoman can’t be blocked by a player with only one active character die.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 2
Not very useful at all.

Robert:
Draft: Unlimited: 3
Very situational. Most effective in the early game when there are not many characters fielded.

Binh:
Draft: Unlimited: 3
Same as above.

Shawn:
Draft: Unlimited: 3
OK ability, not sure when it would be useful.

Alex:
Draft: Unlimited: 2

.

Draft
n/a
Unlimited
2.60

DCDM3_01Starter-007-Harvey-Bullock_Donut-Enthusiast

Harvey Bullock: Donut Enthusiast

DC: World’s Finest, #7/142
Rarity: Starter
Cost: 3 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 2 1, 1 3 1, 2 4 2
Max Die: 4

Text:
BLANK

Individual Ra(n)tings

Myke:
Draft: Unlimited: 1
Bad stats, especially the level 3 fielding costs.

Robert:
Draft: Unlimited: 0
Second BLANK card of the set. General Comment: this is the worst character card group in this set.

Binh:
Draft: Unlimited: 2
Blank.

Shawn:
Draft: Unlimited: 1
Cant see when this would be used either.

Alex:
Draft: Unlimited: 1

.

Draft
n/a
Unlimited
1.00

DCDM3_01Starter-008-Harvey-Bullock_Mafia-Ties

Harvey Bullock: Mafia Ties

DC: World’s Finest, #8/142
Rarity: Starter
Cost: 4 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 2 1, 1 3 1, 2 4 2
Max Die: 4

Text:
While Harvey Bullock is active, before your Roll and Reroll Step, pick a number. If you roll exactly that many energy before your reroll, Harvey Bullock deals 2 damage to target opponent. (Count energy, not energy faces.)

Individual Ra(n)tings

Myke:
Draft: Unlimited: 4
I love gambling. I’d play him, but just for fun.

Robert:
Draft: Unlimited: 1
Novelty ability only.

Binh:
Draft: Unlimited: 2
Ability to drag the game out or to forget.

Shawn:
Draft: Unlimited: 3
I like direct damage, requires luck to trigger. Fun but not competitive.

Alex:
Draft: Unlimited: 2

.

Draft
n/a
Unlimited
2.40

DCDM3_01Starter-009-Harvey-Bullock_Major-Crimes-Unit

Harvey Bullock: Major Crimes Unit

DC: World’s Finest, #9/142
Rarity: Starter
Cost: 4 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 2 1, 1 3 1, 2 4 2
Max Die: 4

Text:
While Harvey Bullock is active, before your Roll and Reroll Step, pick a number. If you roll exactly that many energy before your reroll, draw and roll a die (you may reroll that die on your reroll). (Count energy, not energy faces.)

Individual Ra(n)tings

Myke:
Draft: Unlimited: 4
Like his Mafia Ties version, it’s gambling, but this time for ramp. I’d play him for fun.

Robert:
Draft: Unlimited: 1
Novelty ability only.

Binh:
Draft: Unlimited: 2
Same as above.

Shawn:
Draft: Unlimited: 3
Repeat of the last. In a fun theme type environment I’d rock it.

Alex:
Draft: Unlimited: 2

.

Draft
n/a
Unlimited
2.40

DCDM3_01Starter-010-Krypto_Super-Dog

Krypto: Super Dog

DC: World’s Finest, #10/142
Rarity: Starter
Cost: 3 Bolt
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 0 2 2, 1 3 3, 1 4 4
Max Die: 4

Text:
BLANK

Individual Ra(n)tings

Myke:
Draft: Unlimited: 2
Not great.

Robert:
Draft: Unlimited: 0
Third BLANK card of the set.

Binh:
Draft: Unlimited: 3
Better thant he previous two blanks.

Shawn:
Draft: Unlimited: 2
The costs are ok.

Alex:
Draft: Unlimited: 2

.

Draft
n/a
Unlimited
1.80

DCDM3_01Starter-011-Krypto_Super-Loyal

Krypto: Super Loyal

DC: World’s Finest, #11/142
Rarity: Starter
Cost: 4 Bolt
Type: Character
Affiliation(s): Team Superman
Keyword(s): Fast
Die Stats: 0 2 2, 1 3 3, 1 4 4
Max Die: 4

Text:
Fast (Character dice with Fast deal combat damage before character dice without Fast.)

Individual Ra(n)tings

Myke:
Draft: Unlimited: 3
Costs too much for a mundane ability.

Robert:
Draft: Unlimited: 2
With a mediocre A stat, don’t see this card worth the cost.

Binh:
Draft: Unlimited: 3
Agree with Robert. With Fast you’re banking on knocking out the opponent ‘s die before yours does..

Shawn:
Draft: Unlimited: 2
Don’t like the 4 purchase cost.

Alex:
Draft: Unlimited: 2

.

Draft
n/a
Unlimited
2.40

DCDM3_01Starter-012-Krypto_Test-Pilot

Krypto: Test Pilot

DC: World’s Finest, #12/142
Rarity: Starter
Cost: 4 Bolt
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 0 2 2, 1 3 3, 1 4 4
Max Die: 4

Text:
Krypto gets +1A and +1D for each different active [Superman Affiliation] in the Field Zone (yours and your opponent’s).

Individual Ra(n)tings

Myke:
Draft: Unlimited: 3
Only good in a Superman team.

Robert:
Draft: Unlimited: 3
Situation use at best in Unlimited.

Binh:
Draft: Unlimited: 3
Too hard to setup for abiliity. And at 4 cost, not worth it.

Shawn:
Draft: Unlimited: 3
Exactly what Binh said.

Alex:
Draft: Unlimited: 2

.

Draft
n/a
Unlimited
2.80

DCDM3_01Starter-013-Oracle_Clock-Tower-Surveillance

Oracle: Clock Tower Surveillance

DC: World’s Finest, #13/142
Rarity: Starter
Cost: 3 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 1 3, 0 1 4, 0 2 5
Max Die: 4

Text:
While Oracle is active, your opponents pay (1 Generic) more to purchase each die with a printed cost of 2 or less.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 7
Dude. Fielding costs are awesome. Aggro hate is awesome. Her defensive stats are awesome for her cost.

Robert:
Draft: Unlimited: 6
This card reduces the benefits of those ‘purchase reduction’ abilities (e.g. Big Entrance BAC and Red Dragon & BEWD globals).

Binh:
Draft: Unlimited: 6
Not bad ability. Nullifies Big Entrance for the small weenies.

Shawn:
Draft: Unlimited: 5
I like this to cause problems for the low cost rush teams.

Alex:
Draft: Unlimited: 5
Potentially a good way to slow down rush teams.

.

Draft
n/a
Unlimited
5.80

DCDM3_01Starter-014-Oracle_Master-Investigator

Oracle: Master Investigator

DC: World’s Finest, #14/142
Rarity: Starter
Cost: 4 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 1 3, 0 1 4, 0 2 5
Max Die: 4

Text:
While Oracle is active, your opponents pay (1 Generic) more to use each Global Ability.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 9
Man. This is my favorite Oracle. In a Global-heavy Meta, she could be awesome.

Robert:
Draft: Unlimited: 9
The tactical uses of this card are many. This slows down PXG. A great control card and one I see getting used frequently in Unlimited play.

Binh:
Draft: Unlimited: 9
Probably the best card in the set and could potentially change the way the game is played. Doubling the cost of ~95% of globals is huge.

Shawn:
Draft: Unlimited: 9
Yep, pretty gret way to jack up your opponent’s global strat. bye ramp.

Alex:
Draft: Unlimited: 9
This can really mess up your opponents global-centric strategies.

.

Draft
n/a
Unlimited
9.00

DCDM3_01Starter-015-Oracle_Hacker

Oracle: Hacker

DC: World’s Finest, #15/142
Rarity: Starter
Cost: 4 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 1 3, 0 1 4, 0 2 5
Max Die: 4

Text:
While Oracle is active, your opponents pay (1 Generic) more to field each character die other than Sidekicks.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 7
Again, a good Oracle. Not as good as Master Investigator, though.

Robert:
Draft: Unlimited: 7
This card has a similar ability to the Scarecrow – Dr. Jonathan Crane, Mind Flayer – Greater Humanoid and Treant – Lesser Beast cards. I prefer the Master Investigator version over this card.

Binh:
Draft: Unlimited: 7
Another great card. Master investigator is still better since it affectt all player turns.

Shawn:
Draft: Unlimited: 6
If your opponet is focused on SK, this could be handy.

Alex:
Draft: Unlimited: 8
One-sided fielding cost increase can give you the edge in aggro mirrors.

.

Draft
n/a
Unlimited
7.00

DCDM3_01Starter-016-Power-Girl_High-Flying

Power Girl: High Flying

DC: World’s Finest, #16/142
Rarity: Starter
Cost: 5 Bolt
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 4 4, 1 5 5, 2 6 6
Max Die: 4

Text:
While you have an active [Superman Affiliation] character besides Power Girl, and Power Girl is active, Power Girl can’t be blocked by only one character die.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 3
Not great. She-Hulk from UXM wasn’t used much and she’s better.

Robert:
Draft: Unlimited: 3
This card is similar to the She-Hulk – Lady Liberator card. Too expensive for my use.

Binh:
Draft: Unlimited: 3
Others already mentioned it.

Shawn:
Draft: Unlimited: 3
5 cost for that, no thanks.

Alex:
Draft: Unlimited: 3

.

Draft
n/a
Unlimited
3.00

DCDM3_01Starter-017-Power-Girl_Electromagnetic-Spectrum-Vision

Power Girl: Electromagnetic Spectrum Vision

DC: World’s Finest, #17/142
Rarity: Starter
Cost: 6 Bolt
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 4 4, 1 5 5, 2 6 6
Max Die: 4

Text:
While you have an active [Superman Affiliation] character besides Power Girl, and Power Girl is active, draw an extra die during your Clear and Draw Step.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 2
Ramp is good. But her purchase cost is not.

Robert:
Draft: Unlimited: 2
You could offset the costs of this card with Lois Lane, but it is still too situational.

Binh:
Draft: Unlimited: 3
Too expensive.

Shawn:
Draft: Unlimited: 3
A bit much, but an extra die is handy.

Alex:
Draft: Unlimited: 3

.

Draft
n/a
Unlimited
2.60

DCDM3_01Starter-018-Power-Girl_Solar-Energy-Absorption

Power Girl: Solar Energy Absorption

DC: World’s Finest, #18/142
Rarity: Starter
Cost: 6 Bolt
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 4 4, 1 5 5, 2 6 6
Max Die: 4

Text:
While you have an active [Superman Affiliation] character besides Power Girl, and Power Girl is active, gain 2 life at the start of your turn.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 2
Too many conditions to have her be an impact character

Robert:
Draft: Unlimited: 3
While a slightly better ability than the Electromagnetic Spectrum Vision version, still need a support character die to trigger this effect.

Binh:
Draft: Unlimited: 4
Still a bit costly, but find a Superman Affiliation to lower her cost and that life gain could come in handy.

Shawn:
Draft: Unlimited: 3
Life is good, but still cost and requires another dude.

Alex:
Draft: Unlimited: 3

.

Draft
n/a
Unlimited
3.00

DCDM3_01Starter-019-Steel_John-Henry-Irons

Steel: John Henry Irons

DC: World’s Finest, #19/142
Rarity: Starter
Cost: 4 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s): Iron Will
Die Stats: 1 3 2, 1 4 3, 1 5 4
Max Die: 4

Text:
Iron Will (This character can’t be KO’d unless it was previously damaged this turn.)

Individual Ra(n)tings

Myke:
Draft: Unlimited: 6
I kinda like this one.

Robert:
Draft: Unlimited: 5
The Iron Will ability makes this character card more durable. Your opponent will have to have a damage-inflicting effect to removal Steel. With a decent A stat, you can deploy Steel as a shock-troop to disrupt your opponents defense.

Binh:
Draft: Unlimited: 5
Nice stats with decent purchase and field cost.

Shawn:
Draft: Unlimited: 5
Funny, as if Iron will was made for this dude.

Alex:
Draft: Unlimited: 5
Time will tell how much Iron Will shakes up the unlimited meta. Iron Will could lead to more direct damage globals being played.

.

Draft
n/a
Unlimited
5.20

DCDM3_01Starter-020-Steel_Organic-Steel-Coating

Steel: Organic Steel Coating

DC: World’s Finest, #20/142
Rarity: Starter
Cost: 4 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 3 2, 1 4 3, 1 5 4
Max Die: 4

Text:
While Steel is active, Steel character dice can’t be the target of Global Abilities.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 5
I don’t like him as much as John Henry Irons

Robert:
Draft: Unlimited: 4
A self-Human Paladin – Lesser Emerald Enclave ability. Nice, but situational. Note: this also affects any Global Ability you want to place on Steel (e.g. A or D stat buffs).

Binh:
Draft: Unlimited: 4
John Henry Irons’ Iron Will ability is better.

Shawn:
Draft: Unlimited: 4
Agree with the others, there are better ways. costs are good here.

Alex:
Draft: Unlimited: 4
There are better options for characters that can’t be targets of globals.

.

Draft
n/a
Unlimited
4.20

DCDM3_01Starter-021-Steel_Metal-Zero-Armor

Steel: Metal-Zero Armor

DC: World’s Finest, #21/142
Rarity: Starter
Cost: 5 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 3 2, 1 4 3, 1 5 4
Max Die: 4

Text:
While Steel is active, if a Steel character die is the target of a character’s ability, Steel does damage equal to his A to that character die.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 4
Nice ability, but way too situational. Unless you throw a Ring of Magnetism on it from Yu-Gi-Oh! That could be fun.

Robert:
Draft: Unlimited: 3
Similar to Jocasta – Patterned After Janet, but the damage goes to a character die instead of your opponent. Jocasta is a slightly better economical choice.

Binh:
Draft: Unlimited: 2
Opponent would just avoid your Steel not that great.

Shawn:
Draft: Unlimited: 2
Not great considering the 5 cost.

Alex:
Draft: Unlimited: 4
I don’t see your opponent targeting Steel very often given his ability. When he/she does target Steel, it will likely be in his/her favor anyway.

.

Draft
n/a
Unlimited
3.00

DCDM3_01Starter-022-Superman_Hero-of-Metropolis

Superman: Hero of Metropolis

DC: World’s Finest, #22/142
Rarity: Starter
Cost: 6 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 4 6, 2 6 7, 2 7 8
Max Die: 4

Text:
Superman costs 1 less to purchase for each of your different active [Superman Affiliation] characters.

Global: Pay [1 shield]. Prevent 3 damage to target character die unless an opponent pays 1 life.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 3
Superman needs his friends to be an impact player.

Robert:
Draft: Unlimited: 4
You’ll need to build a Superman team to enable this card’s ability. Too niche for Unlimited. The Global Ability does have some uses, but not as significant enough to take-up a team slot.

Binh:
Draft: Unlimited: 3
I like the global, thats about it.

Shawn:
Draft: Unlimited: 3
Big missed opportunity for draft.

Alex:
Draft: Unlimited: 4
You would use this primarily for the global. Preventing damage might be a really good way to keep your Iron Will characters on the field indefinitely.

.

Draft
n/a
Unlimited
3.40

DCDM3_01Starter-023-Superman_Invulnerable

Superman: Invulnerable

DC: World’s Finest, #23/142
Rarity: Starter
Cost: 6 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s): Iron Will
Die Stats: 1 4 6, 2 6 7, 2 7 8
Max Die: 4

Text:
Iron Will (This character can’t be KO’d unless it was previously damaged this turn.)

Global: Pay [1 shield]. Prevent 3 damage to target character die unless an opponent pays 1 life.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 3
I really want to like Iron Will.

Robert:
Draft: Unlimited: 2
I’d rather use Supergirl – Invulnerable instead.

Binh:
Draft: Unlimited: 3
With his defense, seems Iron Will won’t make much of a difference majority of the time.

Shawn:
Draft: Unlimited: 3
Binh nailed it, hes pretty hard to drop.

Alex:
Draft: Unlimited: 4
Again, this will be used for the global, if at all. Having Iron Will on this version makes it slightly better.

.

Draft
n/a
Unlimited
3.00

DCDM3_01Starter-024-Superman_Super-Strength

Superman: Super-Strength

DC: World’s Finest, #24/142
Rarity: Starter
Cost: 7 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s): Iron Will, Overcrush
Die Stats: 1 4 6, 2 6 7, 2 7 8
Max Die: 4

Text:
Iron Will (This character can’t be KO’d unless it was previously damaged this turn.)

Overcrush

Global: Pay [1 shield]. Prevent 3 damage to target character die unless an opponent pays 1 life.

Individual Ra(n)tings

Myke:
Draft: Unlimited: 3
Best abilities of the Superman cards in the Starter. However, his purchase cost is killer.

Robert:
Draft: Unlimited: 3
If on level 2 or 3, your opponent will be faced with either letting this damage through or losing most blockers put up against Superman (if no Distraction or Blink-Transmutation globals are available). His 7 PC make this an undesirable card.

Binh:
Draft: Unlimited: 3
Abilities and stats are really nice. Like the others 7 PC is so high but you really can’t justify lower it to 6.

Shawn:
Draft: Unlimited: 4
Overcrush and Iron Will is nifty to have. 7 cost is a lot, but makes sense.

Alex:
Draft: Unlimited: 3
Cost is a bit high, and probably prevents it from seeing play.

.

Draft
n/a
Unlimited
3.20

DRAFTABLE CARDS

DCDM3_02Common-035-Alfred-Pennyworth_Caretaker-of-Wayne-Manor

Alfred Pennyworth: Caretaker of Wayne Manor

DC: World’s Finest, #35/142
Rarity: Common
Cost: 2 Shield
Type: Character
Affiliation(s): Team Batman
Keyword(s): Ally
Die Stats: 0 1 1, 0 1 2, 0 2 2
Max Die: 4

Text:
Ally
When fielded, give target Batman character die or another target Sidekick +2D until end of turn.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 4
Cheap, counts as a Sidekick, and helps Sidekicks. I’m down.

Robert:
Draft: 6 Unlimited: 5
Thematically, this card set is tied closely to Batman. If you need an inexpensive wall, with a little “oomph”, this die fits the bill. Giving your Sidekicks a nice D stat boost, along with Alfred having the Ally keyword trait make this a good support die. Note, that he has a “when fielded” ability, so you’ll have to cycle him, but he costs nothing to field. In Unlimited, he may have a place for those teams needing low PC shield character for energy.

Binh:
Draft: 4 Unlimited: 4
Never really liked giving defense on your turn, seems to not add much unless you’re swapping with Ant-Man global.

Shawn:
Draft: Unlimited:
Good 2-coster for a Bats team.

Alex:
Draft: 6 Unlimited: 4
Great support character for draft. In unlimited, I could see this being used in a Gobby team or a Flying Sidekicks team.

.

Draft
5.50
Unlimited
4.25

DCDM3_03Uncommon-075-Alfred-Pennyworth_MI-5

Alfred Pennyworth: MI-5

DC: World’s Finest, #75/142
Rarity: Uncommon
Cost: 2 Shield
Type: Character
Affiliation(s): Team Batman
Keyword(s): Ally
Die Stats: 0 1 1, 0 1 2, 0 2 2
Max Die: 4

Text:
Ally
When KO’d, you may roll a Sidekick or Batman die from your Used Pile. If you roll an energy result, return Alfred to the Field Zone at level 1. Either way, return the rolled die to the Used Pile.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 3
He’s hard to get rid of. Which could be good or bad, depending on what you’re trying to do. Not as useful as the common.

Robert:
Draft: 4 Unlimited: 3
See also my analysis under the Common version. If you are running Batman, this card is a nice accompaniment to get your Batman in the field faster. I would expect to see this card used more in a Draft than Unlimited.

Binh:
Draft: 5 Unlimited: 3
I think this is a better version than Caretaker for draft, mainly to keep up the defense wall.

Shawn:
Draft: 6 Unlimited: 6
I really like this one. It can linger through attacks and can be used for KO shinnanigans. I see it getting used or abused at some point.

Alex:
Draft: 3 Unlimited: 2
Decent way to get a blocker on the field, but I don’t see much use for this.

.

Draft
4.60
Unlimited
3.40

DCDM3_04Rare-107-Alfred-Pennyworth_Tough-as-Nails

Alfred Pennyworth: Tough as Nails

DC: World’s Finest, #107/142
Rarity: Rare
Cost: 3 Shield
Type: Character
Affiliation(s): Team Batman
Keyword(s): Ally
Die Stats: 0 1 1, 0 1 2, 0 2 2
Max Die: 4

Text:
Ally
When fielded, give target Batman die or target Sidekick +1A and +1D (besides Alfred Pennyworth) while attacking this turn.

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 4
Not bad. Not great.

Robert:
Draft: 4 Unlimited: 4
See also my analysis under the Common version. This card’s ability is a little more limiting.

Binh:
Draft: 3 Unlimited: 3
This would’ve been the best version if it was a 2 PC.

Shawn:
Draft: 3 Unlimited: 2
Kinda cool. I like either of the 2 costs better to ramp into batman.

Alex:
Draft: 4 Unlimited: 3
Slightly useful in draft. Don’t see much use for unlimited, given that you can buff your sidekicks in so many other ways.

.

Draft
3.60
Unlimited
3.20

DCDM3_02Common-036-Bane_Professional-Criminal

Bane: Professional Criminal

DC: World’s Finest, #36/142
Rarity: Common
Cost: 5 Fist
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 4 4, 1 5 5, 2 7 7
Max Die: 4

Text:
When Bane KOs an opposing character die, spin your Bane dice up 1 level.

Global: Pay [1 fist]. Target opposing character die must attack.

Individual Ra(n)tings

Myke:
Draft: 8 Unlimited: 5
I like it. Good stats for a 5-cost in draft, and his Global is a skill check, especially withiout Distraction or Blink: Transmutation.

Robert:
Draft: 4 Unlimited: 3
The stats on this card are pretty beefy (A & D both = 457), but he’s expensive too (TFC = 4). This ability is OK, providing for field him at levels 1 or 2. Mediocre card. In Unlimited, I would expect him to be used mostly for the global.

Binh:
Draft: 7 Unlimited: 5
Very playable in drafts due to cost and die stats. Global is very nice too to help trigger his ability.

Shawn:
Draft: 7 Unlimited: 6
Love the global, must have in any draft. the stats are OK, costs are a little much. The fist for a taunt is pretty great.

Alex:
Draft: 7 Unlimited: 4
Good beater at a decent price for draft. The global makes him really useful in draft.

.

Draft
6.60
Unlimited
4.60

DCDM3_03Uncommon-076-Bane_Venom-Enhanced

Bane: Venom Enhanced

DC: World’s Finest, #76/142
Rarity: Uncommon
Cost: 6 Fist
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 4 4, 1 5 5, 2 7 7
Max Die: 4

Text:
If Bane KOs an opposing character die, draw 2 dice. Add any drawn [Villains] dice to your Prep Area. Return the rest to your bag.

Global: Pay [1 fist]. Target opposing character die must attack.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 2
Too niche. Gloabl is nice in draft, though.

Robert:
Draft: 3 Unlimited: 2
An even more expensive version. The ability is useful if you are running a Villain team, but again, his costs will make this card’s usage infrequent.

Binh:
Draft: 3 Unlimited: 4
I like the ramp, but takes too much time to setup. In addition, you would want a 6 cost to end the game for you, rather than help you ramp.

Shawn:
Draft: 7 Unlimited: 6
Good for ramp, but a little late to the party. It does cost 6 tho. Taunt global 4 life.

Alex:
Draft: 5 Unlimited: 2
If you can draft a villain heavy team, this could be a good way to ramp. Purchase cost is pretty high, so this would be a late pick.

.

Draft
4.60
Unlimited
3.20

DCDM3_04Rare-108-Bane_Genius-Tactician

Bane: Genius Tactician

DC: World’s Finest, #108/142
Rarity: Rare
Cost: 6 Fist
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 4 4, 1 5 5, 2 7 7
Max Die: 4

Text:
If Bane KOs an opposing character die, Bane deals half of that character’s A to target opponent (rounded down).

Global: Pay [1 fist]. Target opposing character die must attack.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 3
This can be useful in combination with the Global. Costs a lot to buy, though.

Robert:
Draft: 3 Unlimited: 2
You can set up some interesting situations with force attack or force block effects (and this card has one of them). This would be a neat trick if Bane is at level 3, where he has a D stat = 7, making it hard to KO him. Forcing a 5A or 6A to attack/block, then dealing 2 or 3 damage to your opponent is a nice burn. However, if Bane is the attacker, your opponent can multi-block to get around this. But again, an expensive trick to pull off and really not worth the return (i.e. damage inflicted for energy spent).

Binh:
Draft: 4 Unlimited: 6
I actually like this one a lot. With force attack and block globals, he could be removing and dealing damage to the player every turn.

Shawn:
Draft: 8 Unlimited: 7
Best of the bunch. Get over here!!! I like the direct damage that triggers off a forced attack.

Alex:
Draft: 4 Unlimited: 2
Purchase cost keeps Bane down. When attacking, he’ll be chump blocked by sidekicks all day, before his ability will trigger. His global could be useful in getting a 2-for-1 by forcing a 2A die to attack into Bane’s chemically enhanced muscles.

.

Draft
4.80
Unlimited
4.00

DCDM3_02Common-037-Batcave_Home-Sweet-Cave

Batcave: Home Sweet Cave

DC: World’s Finest, #37/142
Rarity: Common
Cost: 4 Shield
Type: Action
Affiliation(s):
Keyword(s): Continuous
Die Stats: , * , **
Max Die: 4

Text:
Continuous
When one of your character dice is KO’d, you may instead place it under Batcave. During your Main Step, you may send Batcave to the Used Pile and return all dice under it to the Field Zone at level 1.

Individual Ra(n)tings

Myke:
Draft: 8 Unlimited: 7
Nice way to tkeep the bag thin if you want, then swing in for a crazy kill.

Robert:
Draft: 9 Unlimited: 9
This is a great dice-cycling effect. Similar to how Imprisoned works, only your dice are returned at level 1. Great way to defend against board-clearing effects (like Hulk – Green Goliath). This may be one card that sees its way onto many teams.

Binh:
Draft: 9 Unlimited: 9
Pretty awesome card. Even makes a lousy card like End of Days awesome.

Shawn:
Draft: 6 Unlimited: 8
While this is a cool card when used with other combo “clear the board” cards, I think it takes a bit much to setup. Lets not forget the hate for actions floating around.

Alex:
Draft: 9 Unlimited: 9
The “may” clause makes this really useful. You can pick and choose your army, and wait for the perfect moment to swing for lethal. Or you can use this to cull your sidekick dice, assuming they count as characters while being KOd. WK might need to rule on this.

.

Draft
8.20
Unlimited
8.40

DCDM3_03Uncommon-077-Batcave_Batman-Lair

Batcave: Batman’s Lair

DC: World’s Finest, #77/142
Rarity: Uncommon
Cost: 4 Shield
Type: Action
Affiliation(s):
Keyword(s):
Die Stats: , * , **
Max Die: 4

Text:
Roll all dice in your Used Pile. Your opponent moves one of the rolled dice to the Used Pile. Field one of the remaining character dice for free. Return the rest to the Used Pile.

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 3
Could be useful. Could be crap.

Robert:
Draft: 5 Unlimited: 5
Stuck with a few of your key character dice in the Used Pile. Here’s a solution for you. It’s situational (you need two key characters in the Used Pile because your opponent can send one back), but nifty when you can pull it off.

Binh:
Draft: 4 Unlimited: 3
Too much of a gamble play for a 4 cost action die.

Shawn:
Draft: 3 Unlimited: 3
Too much to maybe field a guy.

Alex:
Draft: 6 Unlimited: 4
Being able to return the second-best die in your used pile is always a good thing. You’ll need to carefully time the purchase of this die to make it useful, however.

.

Draft
4.40
Unlimited
3.60

DCDM3_05SuperRare-135-Batcave_Large-Dark-Wet

Batcave: Large, Dark, Wet

DC: World’s Finest, #135/142
Rarity: Super Rare
Cost: 3 Shield
Type: Action
Affiliation(s):
Keyword(s): Continuous
Die Stats: , * , **
Max Die: 4

Text:
Continuous
Once per turn, during your turn, you may purchase a Basic Action Die for 1 less than its printed cost and put it under this die. You can send this die to the Used Pile to add the dice under it to your Prep Area.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 3
Ramp, albeit funky. You gotta really plan ahead if you’re gonna use this.

Robert:
Draft: 6 Unlimited: 3
Faster way to get an Action Die into your Prep Area, but there is a lot to set-up for this to be efficient.

Binh:
Draft: 5 Unlimited: 6
Can I hoard magic missiles and power bolts then fire them all off at once?

Shawn:
Draft: 6 Unlimited: 3
Might have a use? It gets around a bag and gives you the basic actions you need when you need them. Fist full of Dark Avengers.

Alex:
Draft: 5 Unlimited: 3
Not as good as Big Entrace.

.

Draft
5.40
Unlimited
3.60

DCDM3_02Common-038-Batgirl_Solo-Act

Batgirl: Solo Act

DC: World’s Finest, #38/142
Rarity: Common
Cost: 4 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 3 1, 1 3 2, 1 4 3
Max Die: 4

Text:
If you have exactly 1 Batgirl die in the Field Zone (and no other character dice), Batgirl is unblockable.

Individual Ra(n)tings

Myke:
Draft: 3 Unlimited: 1
Only a fan in early game. Then she’s useless and leaves you open to attack.

Robert:
Draft: 3 Unlimited: 2
While I like characters that are unblockable, having an empty Field Zone when sending Batgirl in to attack is a poor tactical choice – leaves you open for your opponent’s attack on their next turn.

Binh:
Draft: 3 Unlimited: 3
At 4 cost it’s hard to get a lot of her dice to constantly swing with.

Shawn:
Draft: 3 Unlimited: 2
Not sure this is that great. Sure she is unblockable, but only when shes about to leave you with no defense. 4 masks too.

Alex:
Draft: 3 Unlimited: 2
Good as an early attacker, but not much use outside of draft.

.

Draft
3.00
Unlimited
2.00

DCDM3_03Uncommon-078-Batgirl_Stealth-Bat

Batgirl: Stealth Bat

DC: World’s Finest, #78/142
Rarity: Uncommon
Cost: 3 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 3 1, 1 3 2, 1 4 3
Max Die: 4

Text:
Batgirl can’t be blocked by Sidekicks or [Villains] character dice.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 2
Great cost and ability early in a Draft game.

Robert:
Draft: 7 Unlimited: 4
This is a better unblockable version, albeit she only avoids Sidekicks and Villains. Cheaper PC. Take this version first in Draft, then draft other versions for the dice.

Binh:
Draft: 6 Unlimited: 4
Cheaper and a lot better than her common version. In drafts with sidekick walls, she’s excellent and her low D is not much of a liablity anymore due to your opponent having to use actual characters to block her.

Shawn:
Draft: 6 Unlimited: 5
I like this one a little better. You can make villains, so you can make her unblockable.

Alex:
Draft: 6 Unlimited: 3
Much better than her previous version, and a great way to avoid sidekick walls.

.

Draft
6.20
Unlimited
3.60

DCDM3_05SuperRare-136-Batgirl_Babs

Batgirl: Babs

DC: World’s Finest, #136/142
Rarity: Super Rare
Cost: 4 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 3 1, 1 3 2, 1 4 3
Max Die: 4

Text:
When Batgirl takes damage, deal 4 damage to target opposing characters divided any way you choose.

Individual Ra(n)tings

Myke:
Draft: 8 Unlimited: 8
Time for shenanigans.

Robert:
Draft: 7 Unlimited: 5
Nice way to clear-out several low D stat character dice, especially any Sidekick walls. Good combo with force attack/force blocking effects to trigger her (in this set, Bane’s global). Since this card is a Rare, you may not see it often in Draft, but if you do, and you can pick-up any Bane card (since they all have the force attack global), this is a potent combo.

Binh:
Draft: 6 Unlimited: 6
Mini Green Goliath.

Shawn:
Draft: 8 Unlimited: 7
Shes cool. I like the 4 anywhere. That can clean the board. Def Hulky.

Alex:
Draft: 7 Unlimited: 7
Batgirl hulks out for only 4 energy.

.

Draft
7.20
Unlimited
6.60

DCDM3_02Common-039-Batman_Speedy-Recovery

Batman: Speedy Recovery

DC: World’s Finest, #39/142
Rarity: Common
Cost: 4 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s): Vengeance
Die Stats: 1 4 3, 2 5 4, 2 6 5
Max Die: 4

Text:
Vengeance
Whenever you take damage, KO a Batman die and return it to the Field Zone at level 2 (no matter how many Batman dice you have in the Field Zone.)

Individual Ra(n)tings

Myke:
Draft: 8 Unlimited: 4
In the right Constructed team, the fact that you KO Batman then return him to the field can be pretty fun. In draft, he’s awesome since he’s Batman, and so many other cards center around Batman.

Robert:
Draft: 4 Unlimited: 5
This card had the best overall cost value of the Batman set (good A & D stats, decent PC).

Binh:
Draft: 6 Unlimited: 5
Combos well with Vigilante Justice BAC.

Shawn:
Draft: 9 Unlimited: 7
Lets see he’s Batman and has a pile of cards that have abilities that require him,… almost always first pick. His ability is odd. Anytime you can take a point of damage, his ability triggers, he goes back to the field. Potential infinate KO combos.

Alex:
Draft: 5 Unlimited: 4
Great when you’re on level 1, not so great on level 3.

.

Draft
6.40
Unlimited
5.00

DCDM3_02Common-040-Bizarro-Gentle

Bizzaro: Gentle

DC: World’s Finest, #40/142
Rarity: Common
Cost: 6 Shield
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 5 5, 2 7 6, 2 8 7
Max Die: 4

Text:
When fielded, Bizzaro deals 2 damage to each character die that has a Global Ability on its card.

Individual Ra(n)tings

Myke:
Draft: 2 Unlimited: 2
Fun! Not too useful.

Robert:
Draft: 2 Unlimited: 2
While on the expensive side, this card ability does disrupt those global-heavy teams. The catch is most of the character dice with the commonly used globals (PXG, BEWD, Parallax, Red Dragon) are not purchased. So this card will mostly be a novelty.

Binh:
Draft: 2 Unlimited: 2
Robert stole my comments.

Shawn:
Draft: 2 Unlimited: 2
I’ll also take the lazy route and agree with Robert, lol

Alex:
Draft: 2 Unlimited: 2
Agreed with Robert.

.

Draft
2.00
Unlimited
2.00

DCDM3_03Uncommon-079-Bizarro_Focused

Bizzaro: Focused

DC: World’s Finest, #79/142
Rarity: Uncommon
Cost: 6 Shield
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 5 5, 2 7 6, 2 8 7
Max Die: 4

Text:
Bizzaro can’t be blocked by characters with Global Abilities on their cards. Bizzaro may block any number of character dice with Global Abilties on their cards.

Individual Ra(n)tings

Myke:
Draft: 2 Unlimited: 2
Again, fun! But not too useful.

Robert:
Draft: 2 Unlimited: 2
Again, this card has the same limitation as the common version. But may encounter more blockers with global abilities.

Binh:
Draft: 2 Unlimited: 2
Same.

Shawn:
Draft: 2 Unlimited: 2
Still not much to say.

Alex:
Draft: 2 Unlimited: 2
Same as above

.

Draft
2.00
Unlimited
2.00

DCDM3_04Rare-109-Bizarro_Me-Am-#1

Bizzaro: Me Am #1!

DC: World’s Finest, #109/142
Rarity: Rare
Cost: 7 Shield
Type: Character
Affiliation(s): Villains
Keyword(s): Overcrush
Die Stats: 1 5 5, 2 7 6, 2 8 7
Max Die: 4

Text:
Overcrush
Bizzaro gains +2A and +2D for each character card with a Global Ability your opponent has on their team.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 6
More fun! But expensive! But more useful. With Overcrush!

Robert:
Draft: 5 Unlimited: 7
Although very expensive, this card can be a bruiser against those teams with 2 or more character cards with globals. If your opponent has PXG and BEWD globals, that’s a +4A/+4D, making Bizzaro’s A = 9/11/12 and D = 9/10/11, and he gains Overcrush! While not quite a Tier 1 card, I put this on par with Colossus – Piotr Rasputin or Apocalypse – Earth 295 as a 7 cost card I would use.

Binh:
Draft: 4 Unlimited: 6
Has a lot more usefulness than the previous two, in unlimited he can actually get really scary.

Shawn:
Draft: 4 Unlimited: 7
This one is pretty good as most people bring at least a couple globals with them on dudes.

Alex:
Draft: 5 Unlimited: 7
Characters with overcrush are always good for draft. The “global” ability is very relevant for unlimited. High purchase cost is a big negative though.

.

Draft
4.60
Unlimited
6.60

DCDM3_05SuperRare-139-Black-Lantern-Anti-Monitor_Darkest-Evil

Black Lantern Anti-Monitor: Darkest Evil

DC: World’s Finest, #139/142
Rarity: Super Rare
Cost: 6 Fist
Type: Character
Affiliation(s): Villains, Black Lantern
Keyword(s):
Die Stats: 1 5 5, 1 6 6, 2 7 7
Max Die: 1

Text:
When fielded, KO all Anti-Monitor dice.
When Black Lantern Anti-Monitor attacks, the defending player loses 2 life and Black Lantern Anti-Monitor gets +2A until end of turn.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 7
It’s okay. Keep attacking with him and you’re good.

Robert:
Draft: 8 Unlimited: 7
While the PC is expensive, combo this with a Distraction or Blink-Transmutation global and you have a consistent direct damage dealer. If your opponent decides to let BLAM through, to stop this constant pinging, they’ll take an additional 7-9 combat damage (ouch). Saving grace in Draft is this is a Super Rare, so you won’t encounter it much.

Binh:
Draft: 7 Unlimited: 7
Great aggro card with great stats. Keep attacking and forcing blockers or distract him back.

Shawn:
Draft: 7 Unlimited: 7
Pretty beefy. If you can get him on the board he is solid.

Alex:
Draft: 8 Unlimited: 7
Give BLAM overcrush and swing in.

.

Draft
7.40
Unlimited
7.00

DCDM3_05SuperRare-140-Black-Lantern-Firestorm_Torment-of-Two-Spirits

Black Lantern Firestorm: Torment of Two Spirits

DC: World’s Finest, #140/142
Rarity: Super Rare
Cost: 5 Bolt
Type: Character
Affiliation(s): Villains, Black Lantern
Keyword(s):
Die Stats: 1 3 5, 1 4 6, 2 5 6
Max Die: 1

Text:
When fielded, KO all Firestorm dice.
While Black Lantern Firestorm is active, your opponents must pay 2 life to block with a [Mask] character die (they can then block with any number of (Mask) character dice).

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 2
Not too useful. Pretty niche.

Robert:
Draft: 1 Unlimited: 5
This card nerfs those Beast – Genetic Expert and Mutate #666 cards, but how often do you see these cards nowadays?

Binh:
Draft: 3 Unlimited: 3
Yeah not so useful.

Shawn:
Draft: 3 Unlimited: 3
A bit costly for what he does. There are plenty of mask guys in limited though.

Alex:
Draft: 3 Unlimited: 3
Draft this for money and collecting.

.

Draft
2.80
Unlimited
3.20

DCDM3_05SuperRare-141-Black-Lantern-Green-Arrow_Black-Arrow

Black Lantern Green Arrow: Black Archer

DC: World’s Finest, #141/142
Rarity: Super Rare
Cost: 4 Bolt
Type: Character
Affiliation(s): Villains, Black Lantern
Keyword(s):
Die Stats: 1 4 1, 1 5 2, 2 5 3
Max Die: 1

Text:
When fielded, KO all Green Arrow dice
While Black Lantern Green Arrow is active, when an opposing character’s ability deals you damage, that character’s controller loses 1 life.

Individual Ra(n)tings

Myke:
Draft: 3 Unlimited: 6
Great cost for a Super Rare. Cool ability. Can be fun in Unlimited.

Robert:
Draft: 1 Unlimited: 4
Mediocre ability. At Max 1 die, there are many ways to keep him in the churn and off the field. In addition, his D stat is on the weak side. There are better options for a card slot.

Binh:
Draft: 4 Unlimited: 4
Great way to counter abilities like Wasp but just doesn’t add enough to play a key role in any team.

Shawn:
Draft: 3 Unlimited: 3
Gotta agree with Binh, cool way to deal with the pings, but not much else.

Alex:
Draft: 3 Unlimited: 4
More useful in unlimited, but don’t count on your opponent pinging himself to death.

.

Draft
2.80
Unlimited
4.20

DCDM3_05SuperRare-142-Black-Lantern-Martian-Manhunter_Alien-Afterlife

Black Lantern Martian Manhunter: Alien Afterlife

DC: World’s Finest, #142/142
Rarity: Super Rare
Cost: 4 Bolt
Type: Character
Affiliation(s): Villains, Black Lantern
Keyword(s):
Die Stats: 1 5 2, 2 6 2, 3 6 4
Max Die: 1

Text:
When fielded, KO all Martian Manhunter dice.
If Black Lantern Martian Manhunter blocks and KOs a character, the attacking player loses life equal to that character’s level.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 4
Team him up with Bane or Mr. Fantastic for their Globals and it’s good times. Great deterrent against opposing attacks, overall.

Robert:
Draft: 1 Unlimited: 4
There could be some utility with this card as a blocker with a little punch back. With A stats at 566, he can KO most Winnie attackers. However, being a Super Rare and having a Max die = 1 are drawbacks to this card seeing the field frequently.

Binh:
Draft: 3 Unlimited: 3
Low PC but FC is very high. And with his low D, he’ll most likely spend more time in the Prep Area. His ability would have been a lot more usefle and balanced if it kicked off when a character is KO’d in general.

Shawn:
Draft: 3 Unlimited: 3
I’m with Alex and Myke. You need a taunt. Does it still deal damage if he is KO’d as well? He’s rocking almost no ass.

Alex:
Draft: 5 Unlimited: 3
Bane’s global and MM can force your opponent to be a little more aggressive with their low A/D characters. High fielding cost is a problem.

.

Draft
3.80
Unlimited
3.40

DCDM3_02Common-041-Brainiac_Antagonist

Brainiac: Antagonist

DC: World’s Finest, #41/142
Rarity: Common
Cost: 5 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 2 4, 2 3 5, 3 4 7
Max Die: 4

Text:
While Brainiac is active, when you declare at least one attacker, target opposing character die must block the die of your choice (if able).

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 3
Not a big fan. Costs too much to field. More of a mid- to late-game strategy that is too complicated for my tastes.

Robert:
Draft: 5 Unlimited: 5
This is an interesting way to prevent certain dice from engaging your attackers, especially those with “when KO’d” effects and an inherent force blocking ability (i.e. not coming from a Global Ability). A pricy FC makes this card less attractive.

Binh:
Draft: 5 Unlimited: 5
I like the control. Good way to remove those weeny characters with annoying abilities (Iron Fist, Wasp). Works great with Bane: Genius Tactician, although will take awhile to setup.

Shawn:
Draft: 6 Unlimited: 5
This can be cool with several cards that benefit from a KO or a when blocked. Heck, gimme a Two-Face with this.

Alex:
Draft: 5 Unlimited: 4
Ability is good, and defense is high enough to keep him on the field for a while.

.

Draft
5.00
Unlimited
4.40

DCDM3_03Uncommon-080-Brainiac_Manipulative-Schemer

Brainiac: Manipulative Schemer

DC: World’s Finest, #80/142
Rarity: Uncommon
Cost: 6 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 2 4, 2 3 5, 3 4 7
Max Die: 4

Text:
While Brainiac is active, after your opponent declares blockers, you may swap any number of their blockers.

Individual Ra(n)tings

Myke:
Draft: 3 Unlimited: 3
Man. Those fielding costs. Swapping blockers can be useful. First, your opponent has to block.

Robert:
Draft: 3 Unlimited: 4
I like blocker manipulation, but at a 6 cost with these high FC, I doubt I’d use this card much. May have some utility if you have an attack strategy, but not if you have a Rush team because of the costs, he’s too slow to develop.

Binh:
Draft: 5 Unlimited: 5
Nice troll card. I can picture potential table flips.

Shawn:
Draft: 5 Unlimited: 4
Binh said it right. Funny tho.

Alex:
Draft: 6 Unlimited: 6
Controlling the blocking assignments is really fun.

.

Draft
4.40
Unlimited
4.40

DCDM3_04Rare-110-Brainiac_Vengeful

Brainiac: Vengeful

DC: World’s Finest, #110/142
Rarity: Rare
Cost: 5 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 2 4, 2 3 5, 3 4 7
Max Die: 4

Text:
When fielded, target opponent rerolls a [Superman Affiliation] character die in their Field Zone. If it shows an energy face, move it to the Used Pile. Otherwise, return it to the Field Zone on the rolled face.

Individual Ra(n)tings

Myke:
Draft: 3 Unlimited: 2
More useful in Draft by far. Otherwise, not too great. It’s a one-hit-wonder, since with those stats, he’s not going to be easy to take off the field.

Robert:
Draft: 5 Unlimited: 3
Set specific card. Useful for character removal in a Draft setting but not much use in Unlimited play.

Binh:
Draft: 5 Unlimited: 2
Too situational and not so useful in unlimited.

Shawn:
Draft: 5 Unlimited: 3
Storm, with a few more moving parts. Not terrible.

Alex:
Draft: 5 Unlimited: 2
Draft only.

.

Draft
4.60
Unlimited
2.40

DCDM3_02Common-042-Bruce-Wayne_Billionaire

Bruce Wayne: Billionaire

DC: World’s Finest, #42/142
Rarity: Common
Cost: 3 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 3 2, 1 4 3, 2 5 4
Max Die: 4

Text:
While Bruce Wayne is active, when one of your character dice is KO’d, you may move a Batman die from your bag or Used Pile to the Field Zone at level 1.

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 2
You gotta have a Batman for this to be useful. Otherwise, he’s just plain expensive.

Robert:
Draft: 3 Unlimited: 5
With no self-imposed character removal effects in this set, you have to rely on your opponent or combat damage to pull-off this ability. In Unlimited, makes a great combo with BEWD and other character removal effects: KO a Sidekick to field a level 1 Batman.

Binh:
Draft: 2 Unlimited: 5
Realistically there will be at most 2 Batman’s in any draft, so pretty much useless ability.

Shawn:
Draft: 5 Unlimited: 5
If you pulled a Batman, this card is great. Any Batman, right?

Alex:
Draft: 2 Unlimited: 4
Batman is a “starter” common, so this won’t be relevant too often.

.

Draft
3.20
Unlimited
4.20

DCDM3_03Uncommon-081-Bruce-Wayne_Matches-Malone

Bruce Wayne: Matches Malone

DC: World’s Finest, #81/142
Rarity: Uncommon
Cost: 4 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 3 2, 1 4 3, 2 5 4
Max Die: 4

Text:
While Bruce Wayne is active, when one of your character dice is KO’d, you may move a Batman die from your bag or Used Pile to the Field Zone at level 2 and deal 2 damage to target character die.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 3
More useful that the common. Great if you draft Batman.

Robert:
Draft: 6 Unlimited: 6
With 1 more purchase cost, you get a level 2 Batman and do some damage. Better buy.

Binh:
Draft: 2 Unlimited: 5
Same issue as above.

Shawn:
Draft: 5 Unlimited: 4
Getting better, except I prefer the 3 cost.

Alex:
Draft: 2 Unlimited: 4
Same as common.

.

Draft
4.20
Unlimited
4.40

DCDM3_04Rare-111-Bruce-Wayne_International-Playboy

Bruce Wayne: International Playboy

DC: World’s Finest, #111/142
Rarity: Rare
Cost: 4 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 3 2, 1 4 3, 2 5 4
Max Die: 4

Text:
While Bruce Wayne is active, when one of your character dice is KO’d, you may place a Batman die from your bag or Used Pile in the Field Zone at level 3 and capture target level 1 or 2 character die. Return the captured die at end of turn.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 4
Not sure if I like the capture ability of this die versus the damage ability of the Uncommon. Nevermind. I like it.

Robert:
Draft: 7 Unlimited: 7
Same fielding cost as the Uncommon, you get a level 3 Batman and nullify an opposing character die. Best buy.

Binh:
Draft: 2 Unlimited: 5
Same.

Shawn:
Draft: 7 Unlimited: 6
This one can be pretty gangster, KO your own guy, field big batman and snatch up a blocker. Done. If you pull a Batman. Drafted and played this card with a 1st place win. I am a bit bias.

Alex:
Draft: 2 Unlimited: 4
Same as common.

.

Draft
5.00
Unlimited
5.20

DCDM3_02Common-043-Carmine-Falcone_Strategist

Carmine Falcone: Strategist

DC: World’s Finest, #43/142
Rarity: Common
Cost: 3 Fist
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 3, 1 2 4, 1 4 4
Max Die: 4

Text:
When fielded, if you have fewer Sidekicks in the Field Zone than target opponent, deal 2 damage to that opponent.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 3
Nice stats for Draft. There are probably some things you can figure out with Sidekick manipulation.

Robert:
Draft: 6 Unlimited: 2
Set specific card. Good costs, fits nicely into a Superman team. Sparse use in Unlimited.

Binh:
Draft: 7 Unlimited: 3
Awesome way to speed up a draft game. Decent PC/FC.

Shawn:
Draft: 6 Unlimited: 3
This card is fun. No more wall of sidekicks against it.

Alex:
Draft: 7 Unlimited: 2
It’s not fun being on the receiving end of this in draft.

.

Draft
6.20
Unlimited
2.60

DCDM3_03Uncommon-082-Carmine-Falcone_The-Roman

Carmine Falcone: The Roman

DC: World’s Finest, #82/142
Rarity: Uncommon
Cost: 4 Fist
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 3, 1 2 4, 1 4 4
Max Die: 4

Text:
While Carmine Falcone is active, Sidekicks deal no combat damage.

Individual Ra(n)tings

Myke:
Draft: 3 Unlimited: 6
Better in Unlimited than in Draft.

Robert:
Draft: 2 Unlimited: 3
OK card for its ability, but the fielding cost is not worth it. Use the other versions in Draft.

Binh:
Draft: 2 Unlimited: 4
Sidekicks typically don’t attack in drafts, in unlimited he has more usefulness if you know your opponent is going flying sidekicks.

Shawn:
Draft: 4 Unlimited: 3
With him active you just taunt their SK and Allies and smirk.

Alex:
Draft: 3 Unlimited: 5
Flying sidekick nerf. Makes your draft attacks a little bit better, given that a lot of drafts end up with sidekick walls.

.

Draft
2.80
Unlimited
4.20

DCDM3_04Rare-112-Carmine-Falcone_Mob-Boss

Carmine Falcone: Mob Boss

DC: World’s Finest, #112/142
Rarity: Rare
Cost: 3 Fist
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 3, 1 2 4, 1 4 4
Max Die: 4

Text:
While Carmine Falcone is active, only 1 [Batman Affiliation] character die can attack each turn.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 3
This could be very useful in late game.

Robert:
Draft: 7 Unlimited: 6
This card may find a place on some teams, most likely fist energy ones. Inexpensive purchase/fielding costs and an ability you can easily obtain through controlling your field. If you are not running a Superman team in Draft, get this card instead of the other versions.

Binh:
Draft: 6 Unlimited: 3
A Batman only team in draft is basically screwed.

Shawn:
Draft: 5 Unlimited: 3
Better hope you packed a taunt if you are rocking the Bat crew.

Alex:
Draft: 7 Unlimited: 3
Helps keep you alive in draft

.

Draft
6.40
Unlimited
3.60

DCDM3_02Common-044-Catwoman_Acrobat

Catwoman: Acrobat

DC: World’s Finest, #44/142
Rarity: Common
Cost: 3 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 2 1, 1 2 2, 2 3 3
Max Die: 4

Text:
When Catwoman attacks, KO target opposing character die with purchase cost of 3 or less. Your opponent may pay 2 life to prevent each copy of this effect.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 5
Great in early and mid game. However, the level 3 fielding cost can be prohibitive.

Robert:
Draft: 3 Unlimited: 6
This is a good card to take out those pesky “while active” low purchase cost character dice (Constantine, Dwarf Wizard, Wasp, swarm characters). Not many of those types of targets in this set, so this version is not a desired Draft choice.

Binh:
Draft: 4 Unlimited: 6
FC a little high for her die stats, but her ability is great to remove the top tiered 2-3 cost characters.

Shawn:
Draft: 4 Unlimited: 4
This is rough to face. KO’s lots of things. Just KO’s though, they return.

Alex:
Draft: 5 Unlimited: 6
Not bad as long as you land on level 1 or 2.

.

Draft
4.20
Unlimited
5.40

DCDM3_02Common-045-Clark-Kent_The-Glasses-Come-Off

Clark Kent: The Glasses Come Off

DC: World’s Finest, #45/142
Rarity: Common
Cost: 4 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 3 5, 1 4 5, 1 4 6
Max Die: 4

Text:
When Clark Kent is KO’d by combat damage, you may field a Superman die from your Used Pile or Prep Area for free at level 2.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 2
With those kind of D stats, he’s not going to get KO’d by combat damage very easily. Plus, you need to have bought a Superman as well. Great wall, though.

Robert:
Draft: 3 Unlimited: 5
This is the Superman version similar to the Bruce Wayne card. Very situational. Prefer the Rare version in this set.

Binh:
Draft: 3 Unlimited: 3
Same issue as the Bruce Wayne. Plus don’t think he’s gonna be KO’d often with that D.

Shawn:
Draft: 3 Unlimited: 4
Clark needs to be KO’d by combat, and you need a Superman. Plus a 4 cost.

Alex:
Draft: 2 Unlimited: 4
Bruce Wayne and Clark Kent have the same draft issues

.

Draft
3.40
Unlimited
3.60

DCDM3_03Uncommon-083-Clark-Kent_Farm-Boy

Clark Kent: Farm Boy

DC: World’s Finest, #83/142
Rarity: Uncommon
Cost: 4 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 3 5, 1 4 5, 1 4 6
Max Die: 4

Text:
When Clark Kent is KO’d by combat damage, you may pay 4 life to purchase a Superman die and put it into your Prep Area.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 2
4 life is a steep price. By the time that your opponent has something that can KO him with combat damage, you may be down to near 4 life as it is.

Robert:
Draft: 2 Unlimited: 3
A lot of expense just to Prep a Superman die. If you had the optimal conditions to set this up to do a lethal attack with Superman, it may be worth it. But this is a highly unlikely scenario. Pass on this card.

Binh:
Draft: 3 Unlimited: 4
Same as above. Although in unlimited you can Blue Eyes him and get a 7 cost Superman, oh wait nevermind combat damage.

Shawn:
Draft: 4 Unlimited: 5
I like this one a bit more as you can cheat out a 7 cost Superman.

Alex:
Draft: 2 Unlimited: 4

.

Draft
3.20
Unlimited
3.60

DCDM3_04Rare-113-Clark-Kent_Daily-Planet-Photographer

Clark Kent: Daily Planet Photographer

DC: World’s Finest, #113/142
Rarity: Rare
Cost: 4 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 3 5, 1 4 5, 1 4 6
Max Die: 4

Text:
When Clark Kent is KO’d by combat damage, you may search your bag or Used Pile for a Superman die and place it in the Field Zone at level 2.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 2
Again, he’s so beefy that it’s hard to KO him with combat damage. Plus, you have to buy Superman for him to be a bigger threat. However, his big butt gives him the an advantage in Draft.

Robert:
Draft: 5 Unlimited: 5
Another Superman similar version of the Bruce Wayne card. This is a better card than the common version because you can search you bag. If you Draft Superman, get this card as well – although this may be difficult since this is a rare card.

Binh:
Draft: 2 Unlimited: 2
Same as above, just ignore his text, he’s not getting KO’d.

Shawn:
Draft: 3 Unlimited: 4
Similar to the common. Too many parts.

Alex:
Draft: 2 Unlimited: 4
Agree with Binh and Shawn

.

Draft
3.40
Unlimited
3.40

DCDM3_02Common-046-Commissioner-Gordan_Rallying-the-GCPD

Commissioner Gordon: Rallying the GCPD

DC: World’s Finest, #46/142
Rarity: Common
Cost: 4 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s): Vengeance
Die Stats: 0 1 2, 0 2 4, 1 4 4
Max Die: 4

Text:
Vengeance
When you take damage, spin all of your Commissioner Gordon and Batman dice in the Field Zone up one level.

Global: Pay [2 fist]. Deal 1 damage to each player.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 3
Oooh. A direct-damage Global. His stats are not greath, though.

Robert:
Draft: 2 Unlimited: 3
Mediocre ability for a 4 cost card. For Draft, the other versions are better. Too situational to be used that much in Unlimited.

Binh:
Draft: 5 Unlimited: 4
Globals nice to speed up the game.

Shawn:
Draft: 4 Unlimited: 4
Global is cool, In draft does he become level 3?

Alex:
Draft: 5 Unlimited: 3
Global helps you sneak in some damage if you’re already up in life.

.

Draft
4.40
Unlimited
3.40

DCDM3_03Uncommon-084-Commissioner-Gordan_Calling-in-Batman

Commissioner Gordon: Calling in Batman

DC: World’s Finest, #84/142
Rarity: Uncommon
Cost: 4 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s): Vengeance
Die Stats: 0 1 2, 0 2 4, 1 4 4
Max Die: 4

Text:
Vengeance
When you take damage, search your bag for a Batman die and add it to your Prep Area.

Global: Pay [2 fist]. Deal 1 damage to each player.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 3
Global makes it worth it. However, you need to buy Batman to use the ability.

Robert:
Draft: 4 Unlimited: 3
Better than the common version, not as good as the rare. Too situational to be used that much in Unlimited.

Binh:
Draft: 2 Unlimited: 4
Would be great if Batman dice are more available during draft.

Shawn:
Draft: 3 Unlimited: 3
Preps a Batman, digging the global.

Alex:
Draft: 4 Unlimited: 3
Less useful than the common, but global is still good

.

Draft
3.80
Unlimited
3.20

DCDM3_04Rare-114-Commissioner-Gordan_Bat-Signal

Commissioner Gordon: Bat Signal

DC: World’s Finest, #114/142
Rarity: Rare
Cost: 5 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s): Vengeance
Die Stats: 0 1 2, 0 2 4, 1 4 4
Max Die: 4

Text:
Vengeance
When you take damage, field a Batman die from your Used Pile at level 3 (for free).

Global: Pay [2 fist]. Deal 1 damage to each player.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 2
Level 3 Batman is no joke. However, neither is the 5 Fist purchase cost.

Robert:
Draft: 6 Unlimited: 3
If you are aiming to get Batman in Draft, definitely get this card. He’s a little pricy at 5 PC, but getting an A=6 / D=5 die in the field for free is nice. Too situational to be used that much in Unlimited.

Binh:
Draft: 3 Unlimited: 3
I think I’d rather buy a Batman die rather than buy the good ole commish.

Shawn:
Draft: 5 Unlimited: 7
Nice poly trick. Buy any batman, take a ding, field him max level.

Alex:
Draft: 4 Unlimited: 3

.

Draft
4.60
Unlimited
3.60

DCDM3_02Common-047-Dick-Grayson_Rising-to-the-Occasion

Dick Grayson: Rising to the Occasion

DC: World’s Finest, #47/142
Rarity: Common
Cost: 4 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 1 3 4, 2 5 5, 3 6 6
Max Die: 4

Text:
When a [Batman Affiliation] character die is KO’d, you may purchase this die for 3 energy and add it to your Prep Area. (Even outside your Main Step.)

Global: Pay [1 mask]. Target character die gains [Batman Affiliation] until end of turn.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 2
Global could be useful. The ability is cool. The fielding costs are gonna kill you.

Robert:
Draft: 5 Unlimited: 3
General Comment: This card has the global that fits nicely into the applicable card abilities. Give a Sidekick the Batman affiliation – if the SK gets KO’d, trigger Dick Grayson.
This card’s fielding cost is too expensive for the ability. The Global may have some use in Draft play.

Binh:
Draft: 3 Unlimited: 5
FC is a nightmare. Global opens up cards from other sets to play nice with this one.

Shawn:
Draft: 5 Unlimited: 4
I like this one. Again, if you are leaning Batman you can buy him for 3 at any time. Even if you are not playing bats, the global allows the purchase.

Alex:
Draft: 5 Unlimited: 2
Being able to purchase him after combat is a great way to ramp in draft.

.

Draft
4.60
Unlimited
3.20

DCDM3_03Uncommon-085-Dick-Grayson_The-Hero-We-Need

Dick Grayson: The Hero We Need

DC: World’s Finest, #85/142
Rarity: Uncommon
Cost: 5 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 1 3 4, 2 5 5, 3 6 6
Max Die: 4

Text:
When a [Batman Affiliation] character die is KO’d, if Dick Grayson is in your Used Pile or Prep Area you may move the KO’d die to the bag and move Dick Grayson to the Field Zone at level 1.

Global: Pay [1 mask]. Target character die gains [Batman Affiliation] until end of turn.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 3
Kind of a cool ability. It helps you cycle through your bag, which is hardly ever a bad thing.

Robert:
Draft: 4 Unlimited: 3
Rather expensive for the ability. Other versions are betted.

Binh:
Draft: 4 Unlimited: 4
A lot of dice moving around. I’ll definitely misplay tihs one for sure.

Shawn:
Draft: 4 Unlimited: 4
I dont like that the KO’d die is moved to the bag.

Alex:
Draft: 5 Unlimited: 2
Complicated, but a good way to keep bodies in the field.

.

Draft
4.40
Unlimited
3.20

DCDM3_04Rare-115-Dick-Grayson_Brand-New-Bat

Dick Grayson: Brand New Bat

DC: World’s Finest, #115/142
Rarity: Rare
Cost: 6 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 1 3 4, 2 5 5, 3 6 6
Max Die: 4

Text:
When a [Batman Affiliation] character die is KO’d, Dick Grayson gets +2A and +2D, and deals combat damage to your opponent instead of blockers even if blocked until end of turn.

Global: Pay [1 mask]. Target character die gains [Batman Affiliation] until end of turn.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 6
Awesome ability! However, you have to get a Batman Affiliation character KO’d before combat damage is dealt in order for his ability to go off. That could be pretty tough, especially in Draft.

Robert:
Draft: 7 Unlimited: 6
Although a 6 purchase cost, you can deal from 5 to 8 damage to your opponent (with his A stat +2A bonus). If your opponent blocks him, with a hardy D stat, in addition to the +2D bonus, he’ll most likely stay in the field and you can pull this stunt again. Use his global to change the affiliation of those character dice that’ll get KO’d during your attack.

Binh:
Draft: 6 Unlimited: 7
Haha nice. Finally a useful one. But since all damage during combat is done simulatnously gotta find a way to KO a character before combat. Easy in unlimited, hard in draft.

Shawn:
Draft: 6 Unlimited: 7
I guess if you have a way to trigger a KO pre-combat (Hi Batman), its cool. 6 cost is much.

Alex:
Draft: 7 Unlimited: 7
Give him overcrush, and abuse the BEWD global for unlimited fun.

.

Draft
6.20
Unlimited
6.60

DCDM3_02Common-048-Doomsday_Villainous-Monster

Doomsday: Villainous Monster

DC: World’s Finest, #48/142
Rarity: Common
Cost: 4 Bolt
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 4 3, 1 5 5, 2 7 7
Max Die: 4

Text:
Doomsday can’t attack or block unless you have at least 2 different active [Villains] characters.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 2
HIs purchase cost rocks. His Level 3 A and D rock. The stipulation that he can’t attack unless there you ahve 2 different active Villain characters is a little bit of a hindrance. Luckily, it seems as if he counts himself.

Robert:
Draft: 4 Unlimited: 2
The level 3 A & D stats are beefy (both at 7). There are ways to get 2 or more Villains (Iron Man, Lantern Power Ring, Takedown BAC, Pandora’s Box BAC globals), you can get around his limitation, but your opponent can hamstring Doomsday as well . Affordable purchase cost, but the fielding costs are on the high side. If you are running Villains in Draft, he may be a pick-up, but only if you’ve exhausted other options. In Unlimited, he’s not a viable card.

Binh:
Draft: 6 Unlimited: 4
Low cost, great stats. Of course you’d want to field him after having an active Villain.

Shawn:
Draft: 5 Unlimited: 3
Stats are ok. Need another villian to have use.

Alex:
Draft: 4 Unlimited: 3
If you cant draft enough villains, this is a good brick to have on your side.

.

Draft
5.00
Unlimited
2.80

DCDM3_03Uncommon-086-Doomsday_Superman-Killer

Doomsday: Superman’s Killer

DC: World’s Finest, #86/142
Rarity: Uncommon
Cost: 5 Bolt
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 4 3, 1 5 5, 2 7 7
Max Die: 4

Text:
When fielded, KO all [Superman Affiliation] character dice. Place them in the Used Pile instead of the Prep Area.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 5
Dayam. This thing could jack people in Draft. Hell. You do things right, it could hurt people in Unlimited. Trusted friend, anyone?

Robert:
Draft: 5 Unlimited: 2
In Draft, if you are Batman-centric, this is a good card to have on your team since you’ll encounter more Superman cards. Very niche in Unlimited. PC is on the higher side.

Binh:
Draft: 6 Unlimited: 2
Seems awesome in this set to get at least one for drafts. But for unlimited, Superman affiliations aren’t going to be played.

Shawn:
Draft: 7 Unlimited: 4
Love this card for draft. Using the global on trusted friend, you can put any character in the used.

Alex:
Draft: 6 Unlimited: 2
Clearing out your opponents super-friends just for fielding? Don’t mind if i do.

.

Draft
6.00
Unlimited
3.00

Doomsday: Unstoppable Rampage

DC: World’s Finest, #116/142
Rarity: Rare
Cost: 6 Bolt
Type: Character
Affiliation(s): Villains
Keyword(s): Iron Will
Die Stats: 0 4 3, 1 5 5, 2 7 7
Max Die: 4

Text:
Iron Will (This character can’t be KO’d unless it was previously damaged this turn.)
Whenever Doomsday is dealt damage, target opponent must spin down a non-Sidekick to level 1 or KO a character die.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 5
I want to team him up with Vibe.

Robert:
Draft: 5 Unlimited: 5
Here is being introduced the Iron Will keyword. You will definitely need a damage-trigger (e.g. Magic Missile BAC global). Since Doomsday has a D = 357, you can ping him a few times to spin down those problematic character die or remove a character die if none can be spun down (works well on lone level 2 characters in the field: 2 pings = a KO). This also makes Doomsday KO-proof. This card is expensive at purchase cost = 6 (rightfully so) but may be worth the investment.

Binh:
Draft: 6 Unlimited: 6
Seems like a poor man’s Jade Giant with Iron Will. Have to play with Iron Will to see how often it actually saves the character.

Shawn:
Draft: 6 Unlimited: 6
Hes a bit Hulky, and does the trick.

Alex:
Draft: 6 Unlimited: 4
This will probably lead to a 2-for-1 when you attack in draft.

.

Draft
5.80
Unlimited
5.20

DCDM3_02Common-049-General-Zod_Despot

General Zod: Despot

DC: World’s Finest, #49/142
Rarity: Common
Cost: 5 Bolt
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 5 5, 2 6 6, 3 7 7
Max Die: 4

Text:
When you use a non-Basic Action Die, General Zod gets +1A and Fast until end of turn.

Individual Ra(n)tings

Myke:
Draft: 1 Unlimited: 1
No thanks.

Robert:
Draft: 4 Unlimited: 3
General Comments: This group of character cards focuses on non-Basic Action dice. The most popular ones being Lantern Ring, Millennium Puzzle and Prismatic spray. Note, for a Continuous Action Die, it is used when it is fielded, not when or each time its effect is applied. This narrows the window of opportunity to trigger General Zod if you are using Continuous Action dice. In this set there are two non-Basic Action dice: Batcave and Kryptonite. So in Draft, Zod’s abilities are limited to those cards being used. If you do not draft either of these cards, General Zod is useless.
This card is rather expensive for this ability. Situational, but in that circumstance, Zod will deal 6-8 damage to his blockers before they can respond, most likely KO’ing many of his blockers.

Binh:
Draft: 2 Unlimited: 2
Too expensive.

Shawn:
Draft: Unlimited:
Hes pretty costly for a +1, fast is cool. With actions being the rage this time around, he can be useful.

Alex:
Draft: 2 Unlimited: 2
Fielding cost is too d*amn high.

.

Draft
2.25
Unlimited
2.00

DCDM3_03Uncommon-087-General-Zod_Madman

General Zod: Madman

DC: World’s Finest, #87/142
Rarity: Uncommon
Cost: 5 Bolt
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 5 5, 2 6 6, 3 7 7
Max Die: 4

Text:
When you use a non-Basic Action Die, General Zod replaces this ability with target character die’s card text until end of turn. (Text only includes the text in the text box.)

Individual Ra(n)tings

Myke:
Draft: 1 Unlimited: 1
Again, no thanks. Too limiting.

Robert:
Draft: 4 Unlimited: 3
This is a way to pick-up your opponent’s character card text for this turn. Note, the target character does not need to be active, so you have up to 16 choices to select from (8 cards on each team). Sets up where you can use a key card ability. But there is too much that needs to be in place for this ability to trigger at the time you need it.

Binh:
Draft: 2 Unlimited: 2
Again way to expensive.

Shawn:
Draft: 4 Unlimited: 6
This is pretty awesome, he can do some cool stuff, just requires the use of an action and only on your turn.

Alex:
Draft: 2 Unlimited: 2
Fielding cost is too d*amn high.

.

Draft
2.60
Unlimited
2.80

DCDM3_04Rare-116-General-Zod_Corrupt

General Zod: Corrupt

DC: World’s Finest, #117/142
Rarity: Rare
Cost: 6 Bolt
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 5 5, 2 6 6, 3 7 7
Max Die: 4

Text:
While General Zod is active, when you use a non-Basic Action die, deal 2 damage to target character die. You may pay [1 energy] to put that Action Die into your Prep Area.

Individual Ra(n)tings

Myke:
Draft: 3 Unlimited: 2
Slightly better than his other versions.

Robert:
Draft: 6 Unlimited: 6
This card has the most utility of the group, especially with those continuous Action dice you want to fire-off when you field them (e.g. Millennium Puzzle).

Binh:
Draft: 2 Unlimited: 3
More useful but still his PC and FC are ridiculous.

Shawn:
Draft: 2 Unlimited: 4
If only the damage was direct, he does cycle dice though. I dont think this works for continuous, or I’d be all about it.

Alex:
Draft: 2 Unlimited: 4
Agree with Mike

.

Draft
3.00
Unlimited
3.80

DCDM3_02Common-050-Harley-Quinn_Leadership-Skills

Harley Quinn: Leadership Skills

DC: World’s Finest, #50/142
Rarity: Common
Cost: 4 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: * 0 1 3, 1 3 3, 2 5 3
Max Die: 4

Text:
While Harley Quinn is active, non-Harley Quinn [Villains] character dice cost 1 less to field.
* The Joker character dice are free to field.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 4
Hmmmm. Harley Quinn can really save you some energy.

Robert:
Draft: 4 Unlimited: 4
This card continues on the theme of Harley Quinn – Dr. Harleen Quinzel from the Justice League set – lessens the costs of Villains. While at a PC of 4, she may take some time to develop, but if you have a few 2 or 3 FC Villains with significant “when fielded” abilities, you need to consider using this card; and getting Joker fielded for free is a plus.

Binh:
Draft: 5 Unlimited: 5
Always good when things are cheaper.

Shawn:
Draft: 5 Unlimited: 4
Shes cool, especially if you pulled some good V chars.

Alex:
Draft: 5 Unlimited: 5
She’s okay.

.

Draft
4.80
Unlimited
4.40

DCDM3_03Uncommon-088-Harley-Quinn_Revving-Up

Harley Quinn: Revving Up

DC: World’s Finest, #88/142
Rarity: Uncommon
Cost: 4 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: * 0 1 3, 1 3 3, 2 5 3
Max Die: 4

Text:
When a Harley Quinn die is KO’d from combat damage, you may pay [1 energy] to purchase a Harley Quinn die.
* You may purchase a The Joker die instead of a Harley Quinn die.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 3
This could get interesting. Or not.

Robert:
Draft: 3 Unlimited: 3
This ability allows you to purchase a die outside of the Main Step. However, the overall energy cost is greater (the 1 energy to trigger this ability plus the purchase cost). Niche ability that is too costly for the benefit.

Binh:
Draft: 3 Unlimited: 3
Leadership Skills seems to be more useful. Her FC could be bad to have more of her constantly entering and leaving the field.

Shawn:
Draft: 3 Unlimited: 2
This is alright. If you have the Joker, even better.

Alex:
Draft: 5 Unlimited: 3
If you can draft 2-3, this could help you win the character count race.

.

Draft
3.80
Unlimited
2.80

DCDM3_04Rare-117-Harley-Quinn_Hey-Bats!

Harley Quinn: “Hey Bats!”

DC: World’s Finest, #118/142
Rarity: Rare
Cost: 3 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: * 0 1 3, 1 3 3, 2 5 3
Max Die: 4

Text:
While Harley Quinn is active, Batman can’t block your [Villains] dice.
* Also, The Joker is unblockable.

Individual Ra(n)tings

Myke:
Draft: 3 Unlimited: 2
Very niche.

Robert:
Draft: 5 Unlimited: 3
In Draft, this would be a good card to get if you already have The Joker or if the other players are drafting Batman. Situational play in Unlimited (if you are using Joker – Clown Prince of Crime, you probably would not be attacking with him).

Binh:
Draft: 2 Unlimited: 2
Batman is a rare sighting in both draft and unlmited.

Shawn:
Draft: 4 Unlimited: 2
I drafted her and never bought her, had a Joker also. Making the Joker unblockable is nice, but she has to be on her derp side to have that.

Alex:
Draft: 2 Unlimited: 2
Batman stays in the shadows for most drafts.

.

Draft
3.20
Unlimited
2.20

DCDM3_02Common-051-Harvey-Bullock_Intimidating-Investigator

Harvey Bullock: Intimidating Investigator

DC: World’s Finest, #51/142
Rarity: Common
Cost: 4 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 2 1, 1 3 1, 2 4 2
Max Die: 4

Text:
While Harvey Bullock is active, before your Roll and Reroll Step, pick a number. If you roll exactly that many energy before your reroll, deal 2 damage to target character die and gain 2 life. (Count energy, not energy faces.)

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 3
I love his ability! Too bad it’s hard to keep him alive to use it.

Robert:
Draft: 1 Unlimited: 1
Novelty ability only.

Binh:
Draft: 2 Unlimited: 2
Most likely never gonna get it right.

Shawn:
Draft: 2 Unlimited: 2
I’d forget the ability. Sounds neat tho.

Alex:
Draft: 2 Unlimited: 2
Fun, but not useful.

.

Draft
2.20
Unlimited
2.00

DCDM3_02Common-069-The-Joker_Arkham-Asylum

Joker, The: Arkham Asylum

DC: World’s Finest, #69/142
Rarity: Common
Cost: 5 Fist
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 2 3, 1 3 4, 2 4 5
Max Die: 4

Text:
When The Joker attacks, draw a die and add it to your Prep Area. If it is a [Villains] die, deal 2 damage to target opponent.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 4
Ramp, with a possible direct damage to boot? Like it.

Robert:
Draft: 4 Unlimited: 4
While the PC is on the higher side, this is a good card to draft if you are running a Villains team. The ramp and potential direct damage abilities are very useful. In Unlimited, depends on your strategy if you want to use this version over the Clown Prince of Crime.

Binh:
Draft: 6 Unlimited: 6
Same as what Myke said. Aggro Joker is a good contrast to “Clown Prince of Crime”

Shawn:
Draft: 5 Unlimited: 4
Ramp, but maybe a little late. I like the direct damage part. With Harley, could be fun.

Alex:
Draft: 6 Unlimited: 6
I can see this doing a lot of damage, while ramping, in unlimited.

.

Draft
5.60
Unlimited
4.80

DCDM3_03Uncommon-101-The-Joker_Oberon-Sexton

Joker, The: Oberon Sexton

DC: World’s Finest, #101/142
Rarity: Uncommon
Cost: 4 Fist
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 2 3, 1 3 4, 2 4 5
Max Die: 4

Text:
When The Joker attacks, draw a die. If it is a Basic Action Die, you may use its effect as if you had rolled it (with no bursts) and then add it to your Prep Area. If the drawn die isn’t a Basic Action Die, add it to your Used Pile.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 3
Pretty interesting ability. Use it wisely

Robert:
Draft: 3 Unlimited: 2
A situational effect, relying on you to manage your bag, but useful if you can pull it off. There are better Joker versions available in this set.

Binh:
Draft: 3 Unlimited: 3
Nice if you have a bag full of magic missiles.

Shawn:
Draft: 5 Unlimited: 4
This one is pretty cool as well. Dark Avenger for days.

Alex:
Draft: 4 Unlimited: 4
Risky, but can really pay off if you have a lot of direct damage actions.

.

Draft
4.00
Unlimited
3.20

DCDM3_04Rare-130-The-Joker_Violent-Lunatic

Joker, The: Violent Lunatic

DC: World’s Finest, #130/142
Rarity: Rare
Cost: 5 Fist
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 2 3, 1 3 4, 2 4 5
Max Die: 4

Text:
When The Joker attacks, draw a die. If it is a Sidekick die, roll it (otherwise return it to your bag). Place the Sidekick die in your Used Pile and deal 2 damage to all opposing character dice of the same energy type rolled. (Deal no damage on the Sidekick or Wild face.)

Individual Ra(n)tings

Myke:
Draft: 2 Unlimited: 1
Funny. But not very useful. Very luck-based ability.

Robert:
Draft: 2 Unlimited: 2
Another situational effect, even more intricate than the Uncommon version. In Unlimited, I would not use this version over Clown Prince of Crime if I were bringing The Joker.

Binh:
Draft: 2 Unlimited: 2
Hard enough to get lucky once, gotta get lucky twice for this guy.

Shawn:
Draft: 2 Unlimited: 2
Might be a fun trick, but there is nothing consistant about it.

Alex:
Draft: 2 Unlimited: 1
Drawing a sidekick shouldn’t be too hard if you plan ahead, but rolling the “corrrect” energy type is not going to happen 5/6 times.

.

Draft
2.00
Unlimited
1.60

DCDM3_02Common-052-Kal-L_From-Another-Earth

Kal-L: From Another Earth

DC: World’s Finest, #52/142
Rarity: Common
Cost: 6 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 5 5, 2 7 7, 3 8 8
Max Die: 4

Text:
During your Main Step you may pay [1 shield]. If you do, give Kal-L +4D until end of turn.

Global: Pay [1 shield]. Switch target character die’s A and D until end of turn.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 4
A potential big bruiser. But he’s an energy sink in terms of fielding costs and ability + Global costs.

Robert:
Draft: 6 Unlimited: 8
This card’s ability changes an already excellent D stat to 9/11/12 for the cost of 1 shield energy! While expensive, he is worth the cost as a heavy bruiser. In Draft, there are several effects that impact Superman, so be mindful of these counters. In Unlimited, combined with Overcrush, this card could be your win condition. The global is similar to the useful Ant-Man global from the UXM set (except it can target both players), which melds well with Kal-L’s ability (being an applied modification, it can be swapped).

Binh:
Draft: 6 Unlimited: 6
Ability seems to be designed to be used with his Global. Global is different from Ant-Man’s though because this allows you to also target your opponent’s characters. So gotta be careful who you bring.

Shawn:
Draft: 6 Unlimited: 6
Global is fun, but it can be used against you. The character is a bit costly.

Alex:
Draft: 7 Unlimited: 7
2 Shield to attack for 9-12 damage seems like a good deal to me.

.

Draft
6.40
Unlimited
6.20

DCDM3_03Uncommon-089-Kal-L_Trained-by-Superboy

Kal-L: Trained by Superboy

DC: World’s Finest, #89/142
Rarity: Uncommon
Cost: 6 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 5 5, 2 7 7, 3 8 8
Max Die: 4

Text:
During your Main Step you may pay [2 shield]. If you do, Kal-L dice can only be blocked by [Superman Affiliation] characters until end of turn.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 4
Hmmm. Mostly unblockable in Unlimited. Still, I find him more useful in Draft simply because there are many other 6 costs in Unlimited that I would rather use.

Robert:
Draft: 2 Unlimited: 3
Situational effect and costly. The common version is a better selection.

Binh:
Draft: 3 Unlimited: 5
A little more useful in unlimited do to Supes not being around. But still who keeps Shield energy around?

Shawn:
Draft: 3 Unlimited: 4
Trusted Friend takes the fun away from this card. Without it, could be unblockable

Alex:
Draft: 4 Unlimited: 5
Everyone else said it all.

.

Draft
3.40
Unlimited
4.20

DCDM3_04Rare-118-Kal-L_Unmasked-Wonder!

Kal-L: Unmasked Wonder!

DC: World’s Finest, #119/142
Rarity: Rare
Cost: 7 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 5 5, 2 7 7, 3 8 8
Max Die: 4

Text:
When Kal-L blocks, you may pay [1 shield] to have him deal his combat damage to each attacking character instead of just the character he is blocking (this happens when normal combat damage would).

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 2
Board clear! Use it right.

Robert:
Draft: 3 Unlimited: 5
I rate this card lower than the Common version because of its purchase cost and its rarity. The ability is very impactful (essentially a board-clearer), if you have enough time to get it in place.

Binh:
Draft: 2 Unlimited: 2
For a 7 PC, I’d expect an ability that gives the controlling player more control on when to activate the ability.

Shawn:
Draft: 3 Unlimited: 2
He doesnt actually block them all. Since damage happens at the same time…..

Alex:
Draft: 4 Unlimited: 4
A reverse-Cyclops, but the 7 PC is really high for draft.

.

Draft
3.80
Unlimited
3.00

DCDM3_02Common-053-Krypto_Here-Boy

Krypto: Here Boy!

DC: World’s Finest, #53/142
Rarity: Common
Cost: 4 Bolt
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 0 2 2, 1 3 3, 1 4 4
Max Die: 4

Text:
When you field a Superman character die, you may field Krypto from your Used Pile or Prep Area for free at level 1.

Individual Ra(n)tings

Myke:
Draft: 3 Unlimited: 1
I don’t like it. For 4 Bolt, you can do much better.

Robert:
Draft: 3 Unlimited: 2
Very situational to apply this ability – you have to have Krypto in Used or Prep when you’re able to field Superman. Fielding at level 1 for free saves you no energy (since he is 0 cost to field), but it may help in some situations getting an extra die in the field faster. Unfortunately, those situations may be hard to come by.

Binh:
Draft: 2 Unlimited: 2
Not that good.

Shawn:
Draft: 2 Unlimited: 2
The 4 cost is rough, and you need a Superman die.

Alex:
Draft: 2 Unlimited: 2
Agree with Binh and Shawn.

.

Draft
2.40
Unlimited
1.80

DCDM3_02Common-054-Kryptonite_Green-Death

Kryptonite: Green Death

DC: World’s Finest, #54/142
Rarity: Common
Cost: 2 Bolt
Type: Action
Affiliation(s):
Keyword(s):
Die Stats: , * , **
Max Die: 4

Text:
Ignore the text on target character die’s character card (for each of its dice and Global Abilities).
*/** Also, [Superman Affiliation] dice can’t block.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 7
Baby Prismatic Spray that is bolt energy. Could become useful.

Robert:
Draft: 7 Unlimited: 8
A character targeting Prismatic Spray. At 2 PC this Action die will see a lot of use.

Binh:
Draft: 7 Unlimited: 7
Nice cheap Action die with usefl ability. And Bolt as well.

Shawn:
Draft: 7 Unlimited: 9
Handy Prizzy Spray for 1 dude. Cost 2 is good.

Alex:
Draft: 7 Unlimited: 7
Pretty cheap for the effect.

.

Draft
6.80
Unlimited
7.60

DCDM3_03Uncommon-090-Kryptonite_Green-Plague

Kryptonite: Green Plague

DC: World’s Finest, #90/142
Rarity: Uncommon
Cost: 2 Bolt
Type: Action
Affiliation(s):
Keyword(s):
Die Stats: , – , **
Max Die: 4

Text:
Spin target character die to level 1.
** Also KO target [Superman Affiliation] character die.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 4
This plus Trusted Friend = cool combo.

Robert:
Draft: 6 Unlimited: 4
The burst ability is one of the counters to Kal-L I previously mentioned. In Draft, if you see plenty of Superman or Kal-L dice in the rainbow, and if you aren’t grabbing any, don’t pass this card up. Another 2 cost and in Draft, that is very convenient. In Unlimited, I expect the Common version to be the card of choice in from this group.

Binh:
Draft: 5 Unlimited: 3
Serves as a low cost purchase in Draft. Unlimited doesn’t really serve a purpose.

Shawn:
Draft: 3 Unlimited: 2
Hard to want to like this one. Though you could spin your own character to a level 1 burst 🙂

Alex:
Draft: 6 Unlimited: 2
Usefulness depends on how many Super-characters are in your draft.

.

Draft
5.20
Unlimited
3.00

DCDM3_04Rare-119-Kryptonite_K-Metal

Kryptonite: K-Metal

DC: World’s Finest, #120/142
Rarity: Rare
Cost: 3 Bolt
Type: Action
Affiliation(s):
Keyword(s):
Die Stats: , * , **
Max Die: 4

Text:
All character dice get -2A until end of turn.
*/** Also Superman’s A becomes 0 until end of turn.

Individual Ra(n)tings

Myke:
Draft: 1 Unlimited: 1
Thematic. Not useful. Why would you basically choose to nerf your own guys? You can’t use this during your opponent’s turn.

Robert:
Draft: 1 Unlimited: 2
I don’t like abilities that affect my dice. The burst ability is situational in Unlimited and in Draft, with this being a Rare card, you’re more like to see the other versions (which are like to purchase and have better abilities).

Binh:
Draft: 1 Unlimited: 1
How does this beneft me? I’m just nerfing myself.

Shawn:
Draft: 1 Unlimited: 1
Um,.. why?

Alex:
Draft: 1 Unlimited: 1
Stop punching yourself in the face!

.

Draft
1.00
Unlimited
1.20

DCDM3_02Common-055-Lex-Luthor_Citizen-of-Metroplois

Lex Luthor: Citizen of Metropolis

DC: World’s Finest, #55/142
Rarity: Common
Cost: 4 Shield
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 4, 1 1 5, 1 2 6
Max Die: 4

Text:
When fielded, name an energy type (replacing all previous choices). While Lex Luthor is active, characters of that energy type cost 1 more to purchase and field.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 4
Screwing with people is always fun.

Robert:
Draft: 4 Unlimited: 5
If you see a lot of single-energy type teams (usually bolt-based), this is a good counter card to those builds. However, in Draft you probably won’t see many of those team builds. But all things considered, this is a decent control card.

Binh:
Draft: 6 Unlimited: 4
This guy could be really fun in drafts. Could really troll lantern ring teams.

Shawn:
Draft: 4 Unlimited: 4
Pretty rough facing this with a bunch of 1 energy.

Alex:
Draft: 5 Unlimited: 5
Decent utility in draft, but has more applications in unlimited. I don’t think the ability will be strong enough for this to see play outside of draft.

.

Draft
5.20
Unlimited
4.40

DCDM3_03Uncommon-091-Lex-Luthor_Kansas-Native

Lex Luthor: Kansas Native

DC: World’s Finest, #91/142
Rarity: Uncommon
Cost: 4 Shield
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 4, 1 1 5, 1 2 6
Max Die: 4

Text:
While Lex Luthor is active, damage from the first character die that damages you each turn is reduced to 1. If multiple character dice would damage you at the same time, choose one to reduce to 1.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 2
This can be useful in Draft.

Robert:
Draft: 4 Unlimited: 1
This ability is a fair defensive measure, but Captain America, Iron Fist or Human Paladin are more versatile. Good for Draft, highly unlikely this card would be seen in Unlimited play.

Binh:
Draft: 5 Unlimited: 3
Not bad ability for Draft. Reducing damage is always good.

Shawn:
Draft: 8 Unlimited: 4
Awesome in draft. Taunt and the biggest dude = 1. Rinse repeat.

Alex:
Draft: 5 Unlimited: 4
If this triggers, it’s only buying you another turn before you die.

.

Draft
5.40
Unlimited
2.80

DCDM3_05SuperRare-137-Lex-Luthor_Ex-Con

Lex Luthor: Ex-Con

DC: World’s Finest, #137/142
Rarity: Super Rare
Cost: 5 Shield
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 4, 1 1 5, 1 2 6
Max Die: 4

Text:
While Lex Luthor is active, non-combat damage that would reduce you to 0 life or less instead reduces you to 1 life.

Individual Ra(n)tings

Myke:
Draft: 1 Unlimited: 2
I’ll stay away from this for now. However, there may be ways to really manipulate this ability in Constructed.

Robert:
Draft: 1 Unlimited: 1
This card is like a Stay-of-Execution, knowing that the Stay is only for a day – you’re still going to be executed. Not worth the cost. Rare-draft material only.

Binh:
Draft: 2 Unlimited: 4
I wouldn’t give it a 1, but I also wouldn’t give it a 5.

Shawn:
Draft: 3 Unlimited: 3
I’ve seen many games decided by who buys more dark avenger dice. There is also the Commissioner Gordan global. I live, you die.

Alex:
Draft: 3 Unlimited: 3
Same as the uncommon

.

Draft
2.00
Unlimited
2.60

DCDM3_02Common-056-Lois-Lane_Supermans-Girlfriend

Lois Lane: Superman’s Girlfriend

DC: World’s Finest, #56/142
Rarity: Common
Cost: 2 Fist
Type: Character
Affiliation(s): Team Superman
Keyword(s): Ally
Die Stats: 0 1 1, 0 1 2, 0 2 2
Max Die: 4

Text:
Ally

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 4
Nothing special.

Robert:
Draft: 5 Unlimited: 3
Like Mary Jane from the ASM set, a cheap die to leverage Sidekick effects. In Draft, good pick-up for fist-energy or a chump blocker with a slight stat boost.

Binh:
Draft: 5 Unlimited: 3
Cheap.

Shawn:
Draft: 5 Unlimited: 4
2 cost ally. Good for Superman ramping.

Alex:
Draft: 5 Unlimited: 4
Good for weenie rush teams. Might have some use in a Guy Rush team, but there are better options.

.

Draft
5.00
Unlimited
3.60

DCDM3_03Uncommon-092-Lois-Lane_Daily-Planet-Reporter

Lois Lane: Daily Planet Reporter

DC: World’s Finest, #92/142
Rarity: Uncommon
Cost: 3 Fist
Type: Character
Affiliation(s): Team Superman
Keyword(s): Ally
Die Stats: 0 1 1, 0 1 2, 0 2 2
Max Die: 4

Text:
Ally
While Lois Lane is active, other [Superman Affilitation] characters get +1A while attacking.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 4
This is a little more special than the Common

Robert:
Draft: 6 Unlimited: 5
This is the best version in this group because this card has no limitations or is situational. Straight-forward A stat boost, which makes some already powerful Superman cards even more formidable.

Binh:
Draft: 6 Unlimited: 4
Nice little buff and cheap to keep around.

Shawn:
Draft: 4 Unlimited: 3
I’d prefer the 2 cost, but buffs superdudes.

Alex:
Draft: 6 Unlimited: 3
I don’t think there are going to be many Superman Characters played outside of draft.

.

Draft
5.60
Unlimited
3.80

DCDM3_04Rare-121-Lois-Lane_Inspirational

Lois Lane: Inspirational

DC: World’s Finest, #121/142
Rarity: Rare
Cost: 3 Fist
Type: Character
Affiliation(s): Team Superman
Keyword(s): Ally
Die Stats: 0 1 1, 0 1 2, 0 2 2
Max Die: 4

Text:
Ally
While Lois Lane is active, other [Superman Affiliation] characters gain Iron Will while at level 1.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 3
This is a nice version of Lois Lane. Getting everyone to Level 1 is a little tough, though.

Robert:
Draft: 3 Unlimited: 4
A good card to support a Superman team, but it has a limitation: you need to get her to level 1. So if you do not have a spin-down effect, getting her at the right face may be problematic. You need a few other support cards to be able to use Lois effectively.

Binh:
Draft: 5 Unlimited: 3
Hard to control her ability but having Iron Will on a level 1 character seems to benefit it more due to lower stats.

Shawn:
Draft: 3 Unlimited: 2
Least favorite of the 3.

Alex:
Draft: 3 Unlimited: 2
Too situational.

.

Draft
3.80
Unlimited
2.80

DCDM3_02Common-057-Mr-Freeze_Deep-Freeze

Mr. Freeze: Deep Freeze

DC: World’s Finest, #57/142
Rarity: Common
Cost: 5 Bolt
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 4 2, 1 5 3, 1 6 4
Max Die: 4

Text:
Character dice damaged by Mr. Freeze but not KO’d are sent Out of Play until end of your opponent’s turn. Return them to the Field Zone at the same level.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 2
Um, I can’t think of any use for this ability since he won’t do any damage until the end of an attack phase. Decent die stats, though.

Robert:
Draft: 5 Unlimited: 6
I call this a “penalty box” card: he sends character dice out of play for this turn (in keeping with the theme, freezing them for a turn). The limitation is the value of his A stat, which will most likely KO many blockers. He is best when combined with a taunt effect, so you can choose which die he’ll face. Good tactic against those character dice that trigger when damaged (e.g. Hulk).

Binh:
Draft: 5 Unlimited: 4
Nice fun thematic ability other than that nothing more.

Shawn:
Draft: 4 Unlimited: 3
Not sure how the ability in a good thing. Stats are cool, as are upkeep costs.

Alex:
Draft: 4 Unlimited: 4
Pretty high A value, so most things will get KO’d, but this might be useful in delaying an opponent’s attack.

.

Draft
4.60
Unlimited
3.80

DCDM3_03Uncommon-093-Mr-Freeze_Sub-Zero

Mr. Freeze: Sub Zero

DC: World’s Finest, #93/142
Rarity: Uncommon
Cost: 5 Bolt
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 4 2, 1 5 3, 1 6 4
Max Die: 4

Text:
When fielded, send target character die Out of Play until end of turn. Return them to the Field Zone at end of turn at the same level.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 3
It’s like a capture, but not.

Robert:
Draft: 5 Unlimited: 7
This version does not have the limitations of the Common, but being a “when fielded” effect makes it easily countered (e.g. with Constantine). If you do not have a team slot for a card with the force blocking effect, choose this version over the Common.

Binh:
Draft: 5 Unlimited: 4
A lot more useful and control than common.

Shawn:
Draft: 5 Unlimited: 5
Removing a blocker from the table isnt a bad thing. That, or any of the “while active” threats.

Alex:
Draft: 6 Unlimited: 5
Much better than the common.

.

Draft
5.40
Unlimited
4.80

DCDM3_04Rare-122-Mr-Freeze_Heart-of-Ice

Mr. Freeze: Heart of Ice

DC: World’s Finest, #122/142
Rarity: Rare
Cost: 5 Bolt
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 4 2, 1 5 3, 1 6 4
Max Die: 4

Text:
While Mr. Freeze is active, before your opponent’s Clear and Draw Step, you may choose a die in their Prep Area. They skip rolling it this turn, and it remains there.

Individual Ra(n)tings

Myke:
Draft: 8 Unlimited: 8
Hahahahaha! I’m gonna try this. Nothing like frustrating people and thwarting their evil plans.

Robert:
Draft: 7 Unlimited: 8
This is a great control card. It affects both character and action dice. This is the best card in the group. Intent comment: I would assume you cannot keep choosing the same die.

Binh:
Draft: 8 Unlimited: 7
One of my favorite cards from the set just because of how mad it’ll make my opponent. And being able to block my opponent from using a key character is valuable.

Shawn:
Draft: 8 Unlimited: 7
Just has to be active to stop a prepped die from getting rolled. Chillax bro!

Alex:
Draft: 8 Unlimited: 7
Your opponent will be anything but chill when Mr. Freeze keeps his/her best die in the prep area.

.

Draft
7.80
Unlimited
7.40

DCDM3_02Common-058-Mr-Mxyzptlk_Trickster

Mr. Mxyzptlk: Trickster

DC: World’s Finest, #58/142
Rarity: Common
Cost: 5 Shield
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 2, 1 2 2, 1 3 3
Max Die: 4

Text:
While Mr. Mxyzptlk is active, at the beginning of your turn, target character die becomes a copy of another target character die. (The copy has all of the names, subtitles, affiliations, abilities and stats of the original in place of its own card information.)

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 4
Interesting. Expensive

Robert:
Draft: 5 Unlimited: 5
This card is a good way to either nerf one of your opponent’s character dice or give you a double-punch (e.g. copying an “assigned to attack” or Overcrush ability.

Binh:
Draft: 7 Unlimited: 8
My favorite Mxyzptlk version. I think there’s a lot you can do with him. You either nerf their guys or turn one of your sidekicks into anything in the field.

Shawn:
Draft: 8 Unlimited: 8
Cool card and a cool ability. I like that it works both ways.

Alex:
Draft: 6 Unlimited: 8
This looks like it’s just waiting to be broken somehow. Looks a lot of fun in any format.

.

Draft
6.00
Unlimited
6.60

DCDM3_03Uncommon-094-Mr-Mxyzptlk_Equalizer

Mr. Mxyzptlk: Equalizer

DC: World’s Finest, #94/142
Rarity: Uncommon
Cost: 4 Shield
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 2, 1 2 2, 1 3 3
Max Die: 4

Text:
When fielded, all character dice in the Field Zone 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.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 5
Evil. Cloudkill or Breath Weapon, anyone? Hope you got something in the Batcave for after this effect goes off.

Robert:
Draft: 6 Unlimited: 6
As I said before, I’m not fond of abilities that negatively affect my dice, but you could clear out much of your opponent’s field if paired with the right character card. Since this is a when fielded effect, the timing would have to be right to effectively pull this off. Where this shines is with Breath Weapon abilities, essentially making this a board-clearer. In Draft, if you get this card, look for Poison Ivy – Pretty Poison: these two make a great combination.

Binh:
Draft: 4 Unlimited: 4
Not a fan of this one because even with the board clear, they’re still rerolling those KO’d characters if you didn’t deal lethal with your “sidekicks”.

Shawn:
Draft: 4 Unlimited: 5
I’m sure there is a good use for this, to clear the already fielded then field something bigger.

Alex:
Draft: 5 Unlimited: 5
Some direct damage to characters can help make this a one sided board wipe.

.

Draft
5.20
Unlimited
5.00

DCDM3_04Rare-123-Mr-Mxyzptlk_5th-Dimension

Mr. Mxyzptlk: 5th Dimension

DC: World’s Finest, #123/142
Rarity: Rare
Cost: 4 Shield
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 2, 1 2 2, 1 3 3
Max Die: 4

Text:
While Mr. Mxyzptlk is active, when an opponent uses a Basic Action Die, you may use a copy of that Basic Action Die.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 6
Sure.

Robert:
Draft: 7 Unlimited: 7
This card opens-up a lot of possibilities and shenanigans. Your opponent uses a Polymorph BAC, you can; Magic Missile, you get one too. It will create a moment of pause for your opponent to examine the potential impacts of their use of a BAC. It also means you may not have to get into an ‘arms race” to buy BAC before your opponent – just keep Mr. M in the field.

Binh:
Draft: 6 Unlimited: 6
Fun times when your opponent uses Big Entrance and pauses to let you to use it as well.

Shawn:
Draft: 6 Unlimited: 5
Good def for the Dark Avenger beatdown.

Alex:
Draft: 6 Unlimited: 6
Discourages your opponent from using direct damage to your face.

.

Draft
6.20
Unlimited
6.00

DCDM3_02Common-059-Nightwing_Dick-Grayson

Nightwing: Dick Grayson

DC: World’s Finest, #59/142
Rarity: Common
Cost: 4 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 1 2 1, 1 4 2, 2 5 3
Max Die: 4

Text:
When Nightwing attacks, deal 1 damage to target character die for each of your different active [mask] characters.

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 3
Kinda limiting. And I don’t like his die stats.

Robert:
Draft: 3 Unlimited: 3
Nice ability if you have a few a mask character dice fielded at the time Nightwing attacks. Too costly and situational for my use.

Binh:
Draft: 3 Unlimited: 3
Could work with a mask lantern ring team. But fielding cost is a little high for his die stats.

Shawn:
Draft: 3 Unlimited: 3
Batman is a mask character, might clear a blocker.

Alex:
Draft: 3 Unlimited: 3
Not bad, but TFC is a little high.

.

Draft
3.20
Unlimited
3.00

DCDM3_03Uncommon-095-Nightwing_Qualified-Combatant

Nightwing: Qualified Combatant

DC: World’s Finest, #95/142
Rarity: Uncommon
Cost: 3 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 1 2 1, 1 4 2, 2 5 3
Max Die: 4

Text:
BLANK

Individual Ra(n)tings

Myke:
Draft: 3 Unlimited: 0
At least he costs less than the Common

Robert:
Draft: 1 Unlimited: 0
Fourth (and last) BLANK card of the set. Has some utility in Draft if you need a low PC mask character for energy.

Binh:
Draft: 2 Unlimited: 2
Blank and bad die stats.

Shawn:
Draft: 3 Unlimited: 1
He’s OK for a 3 cost Team Batman.

Alex:
Draft: 2 Unlimited: 2
Agree with Binh.

.

Draft
2.20
Unlimited
1.00

DCDM3_04Rare-124-Nightwing_Flying-Grayson

Nightwing: Flying Grayson

DC: World’s Finest, #124/142
Rarity: Rare
Cost: 4 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 1 2 1, 1 4 2, 2 5 3
Max Die: 4

Text:
When Nightwing attacks, deal 4 damage divided as you choose among up to 4 target opposing character dice.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 4
There we go. A Nightwing that can be useful.

Robert:
Draft: 7 Unlimited: 5
One way to clear those Sidekick walls, which you’ll see more frequently in Draft matches. Better than the Common version. If you managed to keep your opponent from fielded too many non-Sidekick character die, Nightwing can clear the way for a big swing.

Binh:
Draft: 6 Unlimited: 4
Very good for drafts to get rid fo sidekicks. Paired with a couple Nightwings and you can actually do some damage.

Shawn:
Draft: 8 Unlimited: 5
Really good and a 4 cost. clears sidekicks and whatever else.

Alex:
Draft: 7 Unlimited: 6
I really like this in draft, help you clear out chump blockers, and makes your opponent decide if he/she wants to trade bodies in combat.

.

Draft
7.00
Unlimited
4.80

DCDM3_02Common-060-Oracle_Internet-Interference

Oracle: Internet Interference

DC: World’s Finest, #60/142
Rarity: Common
Cost: 4 Mask
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 1 3, 0 1 4, 0 2 5
Max Die: 4

Text:
While Oracle is active, opponents must pay [1 energy] each time they use an Action Die.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 3
Can be irritating, but not game breaking. Nice big butt.

Robert:
Draft: 5 Unlimited: 6
OK control card in Draft (can’t beat the Total fielding cost), but, even so, there are better versions in this group.

Binh:
Draft: 5 Unlimited: 5
Other Oracles are better.

Shawn:
Draft: 4 Unlimited: 3
This could slow down the purchasing of all the Dark Avengers.

Alex:
Draft: 5 Unlimited: 5

.

Draft
4.80
Unlimited
4.40

DCDM3_02Common-070-The-Penguin_Oswald-Cobblepot

Penguin, The: Oswald Cobblepot

DC: World’s Finest, #70/142
Rarity: Common
Cost: 5 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 3, 0 2 4, 1 3 5
Max Die: 4

Text:
While The Penguin is active, when a non-[Villains] character die is fielded, The Penguin deals 1 damage to the player that fielded it.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 3
Poor stats. Great ability.

Robert:
Draft: 6 Unlimited: 5
While having a higher than average PC, this is a good card in Draft because you’ll be encountering many Batman and Superman character dice. It could have a place on many Villain teams in Unlimited play.

Binh:
Draft: 6 Unlimited: 5
Usable in both unlimted and draft. And always nice to make your opponent contemplate whether to field a character or not.

Shawn:
Draft: 6 Unlimited: 5
Could deal a handful of damage. Nice low costs.

Alex:
Draft: 5 Unlimited: 6
Blue Beetle Penguin is a great addition to your villain team.

.

Draft
5.80
Unlimited
4.80

DCDM3_03Uncommon-102-The-Penguin_Bully

Penguin, The: Bully

DC: World’s Finest, #102/142
Rarity: Uncommon
Cost: 4 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 3, 0 2 4, 1 3 5
Max Die: 4

Text:
While The Penguin is active, when a non-[Villains] character die is fielded, The Penguin deals 1 damage to that character die.

Individual Ra(n)tings

Myke:
Draft: 2 Unlimited: 2
Your opponent can use this to their advantage to gain ramp.

Robert:
Draft: 3 Unlimited: 3
Prefer the Common version because it produces direct damage.

Binh:
Draft: 2 Unlimited: 2
I’ll pay an extra energy to purchase Oswald.

Shawn:
Draft: 2 Unlimited: 2
I like oswald better.

Alex:
Draft: 3 Unlimited: 3
This is one way to keep sidekicks off your opponent’s field

.

Draft
2.40
Unlimited
2.40

DCDM3_04Rare-131-The-Penguin_Selfish

Penguin, The: Selfish

DC: World’s Finest, #131/142
Rarity: Rare
Cost: 4 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 3, 0 2 4, 1 3 5
Max Die: 4

Text:
When a non-[Villains] character die is fielded, The Penguin gets +1D until end of turn.

Individual Ra(n)tings

Myke:
Draft: 2 Unlimited: 0
Nah.

Robert:
Draft: 2 Unlimited: 2
Least desirable version in this group – go with the Common in Draft.

Binh:
Draft: 3 Unlimited: 3
At least we’re getting +D on the opponent’s turn this time.

Shawn:
Draft: 2 Unlimited: 2
What everyone else said.

Alex:
Draft: 2 Unlimited: 2
With such a low A, you have better options for crappy blockers.

.

Draft
2.20
Unlimited
1.80

DCDM3_02Common-061-Poison-Ivy_Home-and-Garden

Poison Ivy: Home and Garden

DC: World’s Finest, #61/142
Rarity: Common
Cost: 3 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 2, 0 2 4, 1 3 6
Max Die: 4

Text:
KO character dice damaged by Poison Ivy at the end of the Attack Step, eveen if Poison Ivy is KO’d.

Individual Ra(n)tings

Myke:
Draft: 8 Unlimited: 6
Sweet! And nice butt. Poison Ivy + Bane = awesome.

Robert:
Draft: 7 Unlimited: 5
This card is similar to the Gamora – Assassin card, while Poison Ivy is mask energy and Gamora is fist and Gamora’s stats are TFC = 5 (high), A = 344 and D = 335. Good card to Draft; individual player’s preference in Unlimited.

Binh:
Draft: 8 Unlimited: 6
Awesome card. Low PC, low FC, and decent stats with great ability. I would leave her as a defender to prevent my opponent from attacking.

Shawn:
Draft: 8 Unlimited: 5
Ivy is pretty dope. good stats and great removal.

Alex:
Draft: 7 Unlimited: 5
Great for controlling the board. Cheap costs really help.

.

Draft
7.60
Unlimited
5.40

DCDM3_03Uncommon-096-Poison-Ivy_Second-Edens-Vengeance

Poison Ivy: Second Eden’s Vengeance

DC: World’s Finest, #96/142
Rarity: Uncommon
Cost: 3 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 2, 0 2 4, 1 3 6
Max Die: 4

Text:
When fielded, KO target Sidekick.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 3
I guess you can use her to ramp up your own energy.

Robert:
Draft: 4 Unlimited: 3
OK ability, nothing special and there are better cards in this group.

Binh:
Draft: 4 Unlimited: 3
Still awwing over the common.

Shawn:
Draft: 4 Unlimited: 3
Common is way better.

Alex:
Draft: 4 Unlimited: 3
Not terrible, but the common is way better.

.

Draft
4.20
Unlimited
3.00

DCDM3_04Rare-125-Poison-Ivy_Pretty-Poison

Poison Ivy: Pretty Poison

DC: World’s Finest, #125/142
Rarity: Rare
Cost: 4 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 2, 0 2 4, 1 3 6
Max Die: 4

Text:
When Poison Ivy attacks, deal 1 damage to each opposing character die.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 5
Mini-board clear. Can be useful later in the game. Pair her with Mr. Mysdoiuwelkjsh.

Robert:
Draft: 8 Unlimited: 6
As I mentioned earlier, this is a great card to pair with Mr. Mxyzptlk – Equalizer. In Draft, if you can get both of these cards (they are both Rare, so it won’t be easy), you’ll have the start of a winning condition. She also has many uses in Unlimited – clearing low cost character dice or Sidekick defensive walls, but if your opponent has a character die with a damage trigger ability (e.g. Hulk), she will not be that desirable to use.

Binh:
Draft: 7 Unlimited: 6
Hmmm…better than uncommon but probably not as good as common. Just clearing all sidekicks is really nice.

Shawn:
Draft: 6 Unlimited: 5
I like the common too much. Clears sidekicks.

Alex:
Draft: 7 Unlimited: 6
If you’re lucky enough to get 2-3 on the field, this will really make attacking to your benefit.

.

Draft
7.00
Unlimited
5.60

DCDM3_02Common-062-Power-Girl_Heat-Vision

Power Girl: Heat Vision

DC: World’s Finest, #62/142
Rarity: Common
Cost: 6 Bolt
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 4 4, 1 5 5, 2 6 6
Max Die: 4

Text:
While you have an active [Superman Affiliation] character besides Power Girl, and Power Girl is active, at the start of your Clear and Draw Step, deal 1 damage to all opposing character dice.

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 1
Not very useful

Robert:
Draft: 5 Unlimited: 2
This card facilitates as a counter to the Iron Will keyword ability. Still situational and costly, but may be a trick you could deploy in Draft play.

Binh:
Draft: 3 Unlimited: 2
Not digging any of these power girls.

Shawn:
Draft: 2 Unlimited: 2
Several pieces to the puzzle, but could combo into fun stuff, but 6 cost. With Mr. Myx, you can clear their board.

Alex:
Draft: 4 Unlimited: 2
Requires some set up, but can get rid of sidekicks.

.

Draft
3.60
Unlimited
1.80

DCDM3_02Common-071-The-Riddler_Minotaurs-Fury

Riddler, The: Minotaur’s Fury

DC: World’s Finest, #71/142
Rarity: Common
Cost: 4 Bolt
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 5, 1 2 6, 1 3 6
Max Die: 4

Text:
When fielded, deal X damage to each Sidekick, where X is The Riddler’s A.

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 2
He really hates Sidekicks.

Robert:
Draft: 5 Unlimited: 4
This card will eliminate most Sidekick walls, even those with bonuses from cards like Angel – Inspiring or Stargirl – Courtney Whitmore, if The Riddler is not on level 1. Limitation is this is a “when fielded” ability.

Binh:
Draft: 6 Unlimited: 4
I like him for draft. Eliminates those pesky sidekick walls.

Shawn:
Draft: 5 Unlimited: 4
Bye sidekicks and Ally.

Alex:
Draft: 4 Unlimited: 4
Get rid of your opponent’s sidekicks, but gets rid of yours too.

.

Draft
4.80
Unlimited
3.60

DCDM3_03Uncommon-103-The-Riddler_Riddle-Me-This

Riddler, The: Riddle Me This

DC: World’s Finest, #103/142
Rarity: Uncommon
Cost: 5 Bolt
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 5, 1 2 6, 1 3 6
Max Die: 4

Text:
While The Riddler is active, before your opponent’s Clear and Draw Step, name a non-Sidekick die. For each of those dice drawn, The Riddler deals your opponent 1 damage.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 5
This is random evil. I’d use it for fun.

Robert:
Draft: 4 Unlimited: 4
This card ability requires you pay attention to your opponent’s dice. With the purchase cost (PC) on the high side, there are better choices within this character group. May be effective against an opponent using Big Entrance.

Binh:
Draft: 5 Unlimited: 5
Just gotta remember to call it.

Shawn:
Draft: 4 Unlimited: 4
I guess… Could do some damage. Prefer a 4 cost.

Alex:
Draft: 5 Unlimited: 5
Hope you paid attention in the first couple rounds.

.

Draft
4.80
Unlimited
4.60

DCDM3_04Rare-132-The-Riddler_My-Games-Only

Riddler, The: My Games Only!

DC: World’s Finest, #132/142
Rarity: Rare
Cost: 4 Bolt
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 1 5, 1 2 6, 1 3 6
Max Die: 4

Text:
While The Riddler is active, when your opponent uses an Action Die, The Riddler deals your opponent 1 damage.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 6
Sounds good to me.

Robert:
Draft: 5 Unlimited: 7
This card has the greatest likelihood of being used. It doesn’t have the limitations or situational set-up as the other cards in this group. A good control card.

Binh:
Draft: 5 Unlimited: 5
Decent.

Shawn:
Draft: 5 Unlimited: 4
The good is that it is any action card. Costs are OK.

Alex:
Draft: 5 Unlimited: 5
What Binh said.

.

Draft
5.00
Unlimited
5.40

DCDM3_02Common-063-Robin_Kid-Detective

Robin: Kid Detective

DC: World’s Finest, #63/142
Rarity: Common
Cost: 3 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 3 1, 1 4 2, 2 5 2
Max Die: 4

Text:
While Batman is active, each Robin die gets +3A and +3D.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 4
I love this guy in draft. But only if Batman is available.

Robert:
Draft: 4 Unlimited: 5
Same ability as Robin – Boy Wonder from the Justice League set, only that version is shield energy and has a weaker A stat (234) and stronger D stat (233).

Binh:
Draft: 4 Unlimited: 6
Need more Batman’s available during draft.

Shawn:
Draft: 5 Unlimited: 5
I like this Robin (with Batman). PRetty beefy with Batman.

Alex:
Draft: 4 Unlimited: 5
Great combo if you can pull it off, but you’ll have to be lucky to draft Batman.

.

Draft
4.80
Unlimited
5.00

DCDM3_03Uncommon-097-Robin_Dynamic

Robin: Dynamic

DC: World’s Finest, #97/142
Rarity: Uncommon
Cost: 4 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 3 1, 1 4 2, 2 5 2
Max Die: 4

Text:
When Batman is active, you may purchase Robin dice for [2 energy] less.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 3
I like the Common better.

Robert:
Draft: 3 Unlimited: 5
Situational use, obviously. Need to pair with Batman. Rather use the Common version.

Binh:
Draft: 4 Unlimited: 4
Common is better.

Shawn:
Draft: 4 Unlimited: 3
Ditto Binh and others. Common.

Alex:
Draft: 3 Unlimited: 4
Gotta draft Batman.

.

Draft
3.80
Unlimited
3.80

DCDM3_04Rare-126-Robin_Daring-Defense

Robin: Daring Defense

DC: World’s Finest, #126/142
Rarity: Rare
Cost: 4 Fist
Type: Character
Affiliation(s): Team Batman
Keyword(s):
Die Stats: 0 3 1, 1 4 2, 2 5 2
Max Die: 4

Text:
While Batman is active, each Robin character die can block an additional attacking die.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 3
I’d use him.

Robert:
Draft: 3 Unlimited: 3
This card can blunt some rush attacks, but given Robin’s poor D stat, he’ll most likely be KO’d and with an average Total Fielding Cost (TFC), may sap your energy. Overall, the Common version has the most utility in this group.

Binh:
Draft: 4 Unlimited: 4
Decent but would rather use the more aggro version.

Shawn:
Draft: 3 Unlimited: 2
Common stat boosts are better

Alex:
Draft: 3 Unlimited: 3
Gotta draft Batman.

.

Draft
3.80
Unlimited
3.00

DCDM3_02Common-064-Scarecrow_Arkham-Antagonist

Scarecrow: Arkham Antagonist

DC: World’s Finest, #64/142
Rarity: Common
Cost: 5 Fist
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 2 2, 1 3 3, 1 3 5
Max Die: 4

Text:
When fielded, take control of a target opposing [Villains]. You must attack with it. Return it to its owner’s Field Zone at the same level as when you took it at end of turn.

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 3
Not bad. Not great.

Robert:
Draft: 5 Unlimited: 5
This card works well with those Villains that have an “assign to attack” (e.g. Cheetah – Cursed Archaeologist, or The Joker in this set).

Binh:
Draft: 4 Unlimited: 4
Villain portion limits this.

Shawn:
Draft: 4 Unlimited: 4
Everyone else said what needs to be said.

Alex:
Draft: 4 Unlimited: 4
Wish this affected all characters.

.

Draft
4.20
Unlimited
4.00

DCDM3_03Uncommon-098-Scarecrow_Horror-of-Gotham

Scarecrow: Horror of Gotham

DC: World’s Finest, #98/142
Rarity: Uncommon
Cost: 5 Fist
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 2 2, 1 3 3, 1 3 5
Max Die: 4

Text:
When fielded, take control of all opposing Sidekicks in the Field Zone. Return all Sidekicks to their owners at end of turn.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 4
I want to use this with Iceman Global, just to see what kind of shenanigans I can do.

Robert:
Draft: 4 Unlimited: 3
Timing is important with this ability, since this is a “when fielded’ effect. Clears the way of chump blockers if you are in position to attack. Overall, too costly and situational.

Binh:
Draft: 4 Unlimited: 3
Not useful all the time and like Robert mentioned, timing is key to clear the sidekick wall for attackers.

Shawn:
Draft: 4 Unlimited: 4
I like what Robert said.

Alex:
Draft: 6 Unlimited: 4
Clearing sidekick/ally walls is good. Using them against your opponent is even better.

.

Draft
4.80
Unlimited
3.60

DCDM3_04Rare-127-Scarecrow_Hallucinogenic-Vapors

Scarecrow: Hallucinogenic Vapors

DC: World’s Finest, #127/142
Rarity: Rare
Cost: 4 Fist
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 1 2 2, 1 3 3, 1 3 5
Max Die: 4

Text:
If Scarecrow is KO’d, take control of target opposing character die until end of turn. Spin this die to an energy face and place it underneath the controlled die. Move it to the Prep Area when you return the controlled die.

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 6
The set makes it hard to KO him at the right time. Blue-Eyes, on the other hand, would make things interesting.

Robert:
Draft: 5 Unlimited: 5
This card provides a nifty, albeit unconventional, character removal mechanism.

Binh:
Draft: 4 Unlimited: 5
Too hard to KO before attack step. Better in unlimited.

Shawn:
Draft: 4 Unlimited: 5
Maybe in unlimited.

Alex:
Draft: 4 Unlimited: 5
Agreed with Binh.

.

Draft
4.20
Unlimited
5.20

DCDM3_02Common-065-Steel_Super-Support

Steel: Super Support

DC: World’s Finest, #65/142
Rarity: Common
Cost: 5 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 3 2, 1 4 3, 1 5 4
Max Die: 4

Text:
While Steel is active, opponents can’t use Global Abilities on your cards without paying an extra [1 energy] or 1 life each time.

Global: Pay [1 shield]. Prevent 1 damage to target character die.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 6
If only he cost one less energy to purchase.

Robert:
Draft: 6 Unlimited: 6
I like this ability – making your opponent pay more. He may be a consideration to add to a team that has a few popular Global Abilities (e.g. PXG, Red Dragon, Parallax). The Global Ability can help in a pinch, especially with all of the damage-inflicting abilities in this set. Solid card in Draft play.

Binh:
Draft: 5 Unlimited: 7
Nice way to penalize players planning on cherry picking off your globals. Really good counter to prismatic spray teams.

Shawn:
Draft: 6 Unlimited: 6
Cool ability.

Alex:
Draft: 5 Unlimited: 7
I really like this ability for unlimited, it makes your Wasps that much better.

.

Draft
5.60
Unlimited
6.40

DCDM3_02Common-066-Supergirl_Extraterrestrial-Endurance

Supergirl: Extraterrestrial Endurance

DC: World’s Finest, #66/142
Rarity: Common
Cost: 6 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s):
Die Stats: 1 4 6, 1 6 7, 2 7 8
Max Die: 4

Text:
Your opponent must pay 2 life to target Supergirl dice with Action Dice or Global Abilities each time.

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 3
There are better 6-costs in the game.

Robert:
Draft: 6 Unlimited: 7
This is a bruiser card, but not the best in this group. Expensive, but may be worth it if you need that mid to late game strike to win. Your opponent will have to pay to use Distraction and other dampening or deferring effects.

Binh:
Draft: 6 Unlimited: 6
Big and beefy. I typically don’t like abilities where the opponent decides when it triggers but with her stats, more times than not they’ll be willing to pay the penalty.

Shawn:
Draft: 5 Unlimited: 4
Costly for draft, but nifty ability. In draft Bane is the only real trigger, Maybe the AD flip global.

Alex:
Draft: 5 Unlimited: 5
Direct damage is unlikely to kill her due to her high D. Making an opponent pay 2 life to Bane Taunt her is good though.

.

Draft
5.20
Unlimited
5.00

DCDM3_03Uncommon-099-Supergirl_Invulnerable

Supergirl: Invulnerable

DC: World’s Finest, #99/142
Rarity: Uncommon
Cost: 6 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s): Iron Will
Die Stats: 1 4 6, 1 6 7, 2 7 8
Max Die: 4

Text:
Iron Will (This character can’t be KO’d unless it was previously damaged this turn.)
Supergirl can’t be targeted by Action Dice.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 7
Can’t Polymorph this girl out of the picture. Mix her up with Human Palidin and she’s way stronger.

Robert:
Draft: 7 Unlimited: 9
Preferred version in this group because of the Iron Will ability. You cannot ping her with a Power Bolt or Magic Missile BAC to enable you to KO her, so that leaves only a few methods to bring her down (some of which are in this set). She is definitely worth the cost, however in Draft play, may be cost prohibitive to effectively deploy.

Binh:
Draft: 7 Unlimited: 7
Fits the subtext.

Shawn:
Draft: 6 Unlimited: 8
Pretty cool. cant be puzzled. The Iron will makes her a beast.

Alex:
Draft: 7 Unlimited: 7
Great in draft due to the high stats. Can be really good in unlimited if you can give her overcrush. Fielding cost is a bit high, but acceptable due to Iron Will.

.

Draft
6.80
Unlimited
7.60

DCDM3_04Rare-128-Supergirl_Impregnable-Defense

Supergirl: Impregnable Defense

DC: World’s Finest, #128/142
Rarity: Rare
Cost: 6 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s): Iron Will
Die Stats: 1 4 6, 1 6 7, 2 7 8
Max Die: 4

Text:
Iron Will (This character can’t be KO’d unless it was previously damaged this turn.)
Supergirl can block any number of attacking dice with purchase cost of 2 or lower.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 4
Her ability can come in handy late game.

Robert:
Draft: 6 Unlimited: 6
If you are able to survive a few Winnie rush attacks (e.g. Guy Gardner) before you get her fielded, she make a nice defensive wall.

Binh:
Draft: 6 Unlimited: 6
Not bad. Invulnerable seems like a better option.

Shawn:
Draft: 7 Unlimited: 5
I think her ability is cool. For people rushing 2 cost guys, she will probably be Relentlessed.

Alex:
Draft: 6 Unlimited: 5
Not as good as the common, but still good for draft environments.

.

Draft
6.20
Unlimited
5.20

DCDM3_02Common-067-Superman_Determined

Superman: Determined

DC: World’s Finest, #67/142
Rarity: Common
Cost: 6 Shield
Type: Character
Affiliation(s): Team Superman
Keyword(s): Iron Will
Die Stats: 1 4 6, 2 6 7, 2 7 8
Max Die: 4

Text:
Iron Will (This character can’t be KO’d unless it was previously damaged this turn.)

When a Superman die takes damage, draw a die and add it to your Prep Area.

Individual Ra(n)tings

Myke:
Draft: 7 Unlimited: 5
Ramp! In late game!

Robert:
Draft: 7 Unlimited: 7
This card gives you a benefit for that pinging damage it’ll have to take to try to overcome Iron Will, and again if he’s engaged in combat. Good card to Draft as your bruiser with a ramp aspect.

Binh:
Draft: 6 Unlimited: 7
Nice end game ramp.

Shawn:
Draft: 7 Unlimited: 7
Love the ramp on this guy. His costs are ok. With the Superman support characters, hes good.

Alex:
Draft: 6 Unlimited: 5
Decent ramp, but I’m not convinced he’ll do much in unlimited.

.

Draft
6.60
Unlimited
6.20

DCDM3_02Common-068-Superwoman_Lois-Lane

Superwoman: Lois Lane

DC: World’s Finest, #68/142
Rarity: Common
Cost: 5 Bolt
Type: Character
Affiliation(s): Villains, Crime Syndicate
Keyword(s):
Die Stats: 1 4 2, 2 5 3, 3 7 4
Max Die: 4

Text:
You may pay [3 bolt] rather than Superwoman’s printed purchase cost.

Global: Pay [1 energy]. You may convert any amount of your energy to [bolt] this turn.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 7
Hmm. I hate the fielding costs. I like that she could be just 3 bolt to buy. Who cares. It’s all about her Global.

Robert:
Draft: 4 Unlimited: 8
I’m not so much focused on the card ability (which is mediocre) but the improvement in the vintage Iceman – Too Cool For Words global. Now you can use any energy (not just a bolt) to spend any amount of energy as bolt. While this only encompasses those dice in your Reserve Pool that are on their energy faces, it is still a powerful ability. If you are running a bolt-centric team, you definitely want to include this card. In Draft, this is a more efficient way to purchase Superwoman, but her fielding costs are way too expensive.

Binh:
Draft: 7 Unlimited: 7
Love the global for any bolt team. Also makes her purchase cost at max 4 energy.

Shawn:
Draft: 7 Unlimited: 7
She costs 4. Not bad with those stats. If yo are lucky, she costs 3, plus tht global is nice.

Alex:
Draft: 5 Unlimited: 7
Energy fixing is really nice in unlimited. Could make drafting Bolt heavy teams really easy.

.

Draft
5.80
Unlimited
7.20

DCDM3_03Uncommon-100-Superwoman_Amazonian

Superwoman: Amazonian

DC: World’s Finest, #100/142
Rarity: Uncommon
Cost: 5 Bolt
Type: Character
Affiliation(s): Villains, Crime Syndicate
Keyword(s):
Die Stats: 1 4 2, 2 5 3, 3 7 4
Max Die: 4

Text:
If you spend at least 3 [bolt] to purchase a Superwoman die, immediately roll that die and place it into your Reserve Pool.

Global: Pay [1 energy]. You may convert any amount of your energy to [bolt] this turn.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 7
Again, I love her Global. Her stats area a killer.

Robert:
Draft: 5 Unlimited: 8
Same analysis as the Common version, except her ability may have more effectiveness in Draft play.

Binh:
Draft: 4 Unlimited: 5
Hard to get her ability to get her into play right away during draft. Have to have at least 6 energy (3 of which being bolts) and roll her character face to field her right away. After that the die acts like a blank. Common is a lot better.

Shawn:
Draft: 4 Unlimited: 5
I think it would be hard to gain the advantage of this card. 5 to purchase, 3 are bolts, the n you still need to field. With little ramp, probably wont happen.

Alex:
Draft: 4 Unlimited: 4
Her ability isn’t very relevant given that ramp isn’t a huge factor in this set. You won’t be able to field her most of the time (from her ability). There could be some potential in unlimited, but her high fielding costs make this unlikely.

.

Draft
4.40
Unlimited
5.80

DCDM3_04Rare-129-Superwoman_Reign-of-Terror

Superwoman: Reign of Terror

DC: World’s Finest, #129/142
Rarity: Rare
Cost: 5 Bolt
Type: Character
Affiliation(s): Villains, Crime Syndicate
Keyword(s):
Die Stats: 1 4 2, 2 5 3, 3 7 4
Max Die: 4

Text:
If you spend at least 3 [bolt] to purchase Superwoman, you may place her die in the Prep Area and deal 3 damage to all [Villains] or [Batman Affiliation] character dice (but not both).

Global: Pay [1 energy]. You may convert any amount of your energy to [bolt] this turn.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 7
3 damage is nice. And so is her Global.

Robert:
Draft: 6 Unlimited: 8
Slightly better than the other versions. However, again, I see this as a card used primarily for its Global Ability.

Binh:
Draft: 6 Unlimited: 7
Far better version than the Uncommon. The Prep part alone is good adding in the villain or Batman portion adds more options.

Shawn:
Draft: 6 Unlimited: 6
Maybe a little better option as she can remove some pesky Bats or Villains. She still costs 5 and she does go to prep.

Alex:
Draft: 7 Unlimited: 7
3 damage to multiple characters can be really powerful considering that Batman and Villain characters will show up often on the table. This hurts Villain teams in unlimited as well.

.

Draft
6.20
Unlimited
7.00

DCDM3_02Common-072-Two-Face_Good-Ol-Harv

Two-Face: Good Ol’ Harv

DC: World’s Finest, #72/142
Rarity: Common
Cost: 5 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 2 2, 1 4 4, 2 6 6
Max Die: 4

Text:
When Two-Face attacks, he can only be blocked by two or more character dice.

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 1
That level 1 side is atrocious.

Robert:
Draft: 3 Unlimited: 3
Same card ability as Power Girl – Flying High with weaker A & D stats.

Binh:
Draft: 4 Unlimited: 4
Die stats could have been better.

Shawn:
Draft: 4 Unlimited: 4
Sucks up 2 blockers, his stats are ok.

Alex:
Draft: 4 Unlimited: 4
Nothing too exciting given his stats.

.

Draft
3.80
Unlimited
3.20

DCDM3_03Uncommon-104-Two-Face_Double-Deal

Two-Face: Double Deal

DC: World’s Finest, #104/142
Rarity: Uncommon
Cost: 5 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 2 2, 1 4 4, 2 6 6
Max Die: 4

Text:
When Two-Face is blocked, you may have Two-Face deal his A to your opponent in addition to his blockers.

Individual Ra(n)tings

Myke:
Draft: 8 Unlimited: 7
I hate his level 1 face. I love his ability.

Robert:
Draft: 7 Unlimited: 7
Best version in this group. A great Draft pick-up and has many uses in Unlimited play. He’s a Hawkman – World’s Fiercest Attack on steroids. Combine with a force blocking effect and you are dealing 2, 4 or 6 direct damage.

Binh:
Draft: 6 Unlimited: 7
If only his die stats were better. This could have been a rockstar. But still a really nice ability paired with forced blockers.

Shawn:
Draft: 7 Unlimited: 7
This guy is pretty solid, damage just seeps through.

Alex:
Draft: 7 Unlimited: 7
Being able to get damage through automagically can’t be ignored in draft. In unlimited, he’s even more powerful, since you can pump his A multiple ways.

.

Draft
7.00
Unlimited
7.00

DCDM3_04Rare-133-Two-Face_Double-Crosser

Two-Face: Double Crossover

DC: World’s Finest, #133/142
Rarity: Rare
Cost: 6 Mask
Type: Character
Affiliation(s): Villains
Keyword(s):
Die Stats: 0 2 2, 1 4 4, 2 6 6
Max Die: 4

Text:
While Two-Face is active, when you deal damage with a Global Ability or Action Die you may pay 2 life to double that damage.

Individual Ra(n)tings

Myke:
Draft: 2 Unlimited: 2
Use this wisely, or not at all.

Robert:
Draft: 2 Unlimited: 3
I don’t like abilities that self-inflict life loss. Niche ability, although may be interesting brewing this card with Beholder.

Binh:
Draft: 2 Unlimited: 2
Funny, but better options at 6 PC.

Shawn:
Draft: 2 Unlimited: 2
I like the option of paying life, but not sure when this will pay off other thn a lethal poke. The 6 cost is much.

Alex:
Draft: 3 Unlimited: 6
Can you imagine this with Betrayal? It’s probably wishful thinking on my part, but I think it’s worth a try.

.

Draft
2.20
Unlimited
3.00

DCDM3_02Common-073-Ultraman_From-the-House-of-Power

Ultraman: From the House of Power

DC: World’s Finest, #73/142
Rarity: Common
Cost: 5 Bolt
Type: Character
Affiliation(s): Villains, Crime Syndicate
Keyword(s):
Die Stats: 1 4 4, 1 5 5, 2 6 6
Max Die: 4

Text:
When any player uses a Kryptonite Action Die, Ultraman get +4A and +4D. This ability resolves after Kryptonite’s effect.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 3
Only if you got the good green stuff.

Robert:
Draft: 7 Unlimited: 3
In Draft, you may see more Kryptonite; however, in Unlimited not as much. Good Villain to Draft.

Binh:
Draft: 6 Unlimited: 4
Nice combo with that cheap Kryptonite Die.

Shawn:
Draft: 6 Unlimited: 4
Good card. Kryptonite is pretty good too, so he might see play.

Alex:
Draft: 6 Unlimited: 3
Good synergy with Kryptonite.

.

Draft
6.20
Unlimited
3.40

DCDM3_03Uncommon-105-Ultraman_World-Conqueror

Ultraman: World Conqueror

DC: World’s Finest, #105/142
Rarity: Uncommon
Cost: 6 Bolt
Type: Character
Affiliation(s): Villains, Crime Syndicate
Keyword(s):
Die Stats: 1 4 4, 1 5 5, 2 6 6
Max Die: 4

Text:
While Ultraman is active, when a Kryptonite Action Die is used, KO all opposing [Superman Affiliation] character dice and Ultraman deals damage equal to the combined levels of those character dice to target opponent.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 3
Ooooh. I wish he cost 5.

Robert:
Draft: 6 Unlimited: 3
If I saw this character die fielded, I would think twice before using a Kryptonite Action Die. He’s a force multiplier on a Superman team. Situational in Unlimited.

Binh:
Draft: 6 Unlimited: 3
Once again if you get that 2 cost kryptonite pick him up.

Shawn:
Draft: 6 Unlimited: 3
That is pretty cool. You can create supenman affiliation dice. Direct damage yo.

Alex:
Draft: 6 Unlimited: 3
If you get Kryptonite, you owe it to the community to at least try this out, if only to tell us the tale of how you wiped your opponents board and swung in for lethal.

.

Draft
6.00
Unlimited
3.00

DCDM3_05SuperRare-138-Ultraman_Kryptonite-Powered

Ultraman: Kryptonite-Powered

DC: World’s Finest, #138/142
Rarity: Super Rare
Cost: 6 Bolt
Type: Character
Affiliation(s): Villains, Crime Syndicate
Keyword(s):
Die Stats: 1 4 4, 1 5 5, 2 6 6
Max Die: 4

Text:
While Ultraman is active, if a Kryptonite Action Die is used, you may use the effect of every Basic Action Card in play (with no burst) immediately.

Individual Ra(n)tings

Myke:
Draft: 5 Unlimited: 4
It’s like a Beholder!

Robert:
Draft: 5 Unlimited: 3
Can be powerful based on which BACs are brought.

Binh:
Draft: 6 Unlimited: 4
Same as above.

Shawn:
Draft: 6 Unlimited: 4
Dep what bis on the tble this could be solid. He costs 6, but still fun options.

Alex:
Draft: 6 Unlimited: 3
A little bit riskier, but has the potential to be great in draft.

.

Draft
5.60
Unlimited
3.60

DCDM3_02Common-074-Wonder-Woman_Protector

Wonder Woman: Protector

DC: World’s Finest, #74/142
Rarity: Common
Cost: 5 Shield
Type: Character
Affiliation(s):
Keyword(s):
Die Stats: 0 3 4, 1 4 4, 1 5 6
Max Die: 4

Text:
While Wonder Woman is active, opposing “When fielded” effects deal no damage to you or your character dice.

Individual Ra(n)tings

Myke:
Draft: 6 Unlimited: 6
Cool die stats. Cool ability, especially in Unlimited.

Robert:
Draft: 5 Unlimited: 6
Nice ability against Green Goblin – Gobby and similar cards.

Binh:
Draft: 6 Unlimited: 6
Very nice defensive based character and decent enough butt to stick around.

Shawn:
Draft: 5 Unlimited: 6
Will be good for unlimited. Nice stats also,

Alex:
Draft: 5 Unlimited: 7
Low fielding cost and relatively high D make this a good pick-up.

.

Draft
5.40
Unlimited
6.20

DCDM3_03Uncommon-106-Wonder-Woman_Amazonian-Defender

Wonder Woman: Amazonian Defender

DC: World’s Finest, #106/142
Rarity: Uncommon
Cost: 5 Shield
Type: Character
Affiliation(s):
Keyword(s):
Die Stats: 0 3 4, 1 4 4, 1 5 6
Max Die: 4

Text:
While Wonder Woman is active, your opponent’s Global Abilities deal no damage to you or your character dice.

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 2
A poor man’s Human Paladin.

Robert:
Draft: 3 Unlimited: 3
Note: this does not protect against Global Abilities on BAC because those cards, while brought by each player, are for “community” usage and do not belong to either player. Prefer the Common over this card.

Binh:
Draft: 3 Unlimited: 3
Think there’s better options for this type of ability.

Shawn:
Draft: 3 Unlimited: 3
I dont know of too many globals that are that much of a threat.

Alex:
Draft: 3 Unlimited: 3
Not enough globals that should worry you in draft.

.

Draft
3.20
Unlimited
2.80

DCDM3_04Rare-134-Wonder-Woman_Bracelets-of-Submission

Wonder Woman: Bracelets of Submission

DC: World’s Finest, #134/142
Rarity: Rare
Cost: 5 Shield
Type: Character
Affiliation(s):
Keyword(s):
Die Stats: 0 3 4, 1 4 4, 1 5 6
Max Die: 4

Text:
While Wonder Woman is active, when an opponent’s Global Ability damages you, Wonder Woman deals that player an equal amount of damage.

Individual Ra(n)tings

Myke:
Draft: 4 Unlimited: 2
Niche at best

Robert:
Draft: 4 Unlimited: 4
The Common version is more desirable.

Binh:
Draft: 4 Unlimited: 3
Not a big deal.

Shawn:
Draft: 3 Unlimited: 3
Gotta say the same thing, not many globals that are doing a lot of damage.

Alex:
Draft: 3 Unlimited: 3
Same as above

.

Draft
3.60
Unlimited
3.00

2 comments:

  1. Thank you for the full-set review! It’s always very interesting to read your opinions about the new sets!

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