Tuesday, January 19, 2016

Justice League Set Review

DC fans, your wish for a DC Dice Masters set has been granted! As always, I will be reviewing on the cards and dice on this set. For non-DC fans, do have a look at some of the cards, you might need them to boost your Avengers or Dragons team etc. 

Disclaimer: Although I am a fan of DC comics, I will not oversell any cards or characters, everything I review about is based on my own opinion and experience, there is no dislikes for any character. 

New Keyword

Retaliation – If one of your fielded characters is knocked out, character with the same affiliation and retaliation will trigger their ability. This ability is an active ability, so it doesn’t stack (Having 2 Batman will not retaliate twice when 1 Zatanna is knocked out, but 1 Batman will retaliate twice when 2 Zatanna is knocked out.)

Also, there might be some words that you might not understand from this article, these are terms we used in the game,

Beefy - Strong stats 
Ramp - Effects that allows you to roll more dice
Ping - Dealing damage to a character
Pump - Additional stats to a character
Spill damage - Damage from overcrush 
Swarm - Having way more characters in the field than your opponent and attacking with all of them. Not to be confused with the Swarm Keyword. 

Each card will be rated according to their ability, cost, stats and affiliation. 
1/10- This card is useless, it helps your opponent more than you do.
2/10- This card is almost useless, try not to use it. 
3/10- This card is too expensive and the ability is not as great.
4/10- This card is cheap, but the ability could be better, use other cards that have the same cost but better ability instead. 
5/10- Mediocre card
6/10- With some set up, you can make this card work, but it really takes a lot of effort to make this card work.
7/10- This card is above average 
8/10- This card is great, with the right combo you can destroy your opponent with this card
9/10- This card is amazing, you can use this card in almost any environment
10/10- The perfect card, if you play with this card you have an extremely high chance of winning the game. 


(Note: The rating are based on my opinion, your point of view will definitely be different)

Basic Action Cards



This is another way to give yours character overcrush. It is good for almost any character as the action provides additional attack boost to the target character. The global is great as well, you get to increase your attack through a fist global, which can encourage you to keep more fist energy.

9/10



The action is meant to counter sidekick team. The global is a great add on if your overall intention is to knock out a sidekick. 
7/10




The is a more expensive version of Power Bolt or Magic Missile BAC, unless your opponent has a villain and you get the double burst side you will get to deal more damage. If you don't get the burst side, you only deal 1 damage. Don't take the unnecessary risk, if you want to deal direct damage to your opponent, just use Power Bolt or Magic Missile BAC. 
5/10



A 4 costs card to capture a character die is great, but the drawback is that you cannot capture more than 1 character with this action. If you want to capture a character, you can use Imprison BAC or characters with capturing ability instead. 
6/10




If you intend to play with only 1 energy or you are playing with someone that only has 1 energy type in their team, then this action would be beneficial for your team. Other than that, you would be relying on luck for this action to be used well. 
6/10



This action makes your attacking character hard to get knocked out, if you benefit from having your attacker damaged by not getting knocked out, then this action would be suitable for you. If you just want your attacker to be immune to getting damaged, use Invulnerability BAC instead. 
6/10



If you play a sidekick team, this action might can into play. You get to reduce the cost of a sidekick supporter by 1 cost and you get to add a die to your prep area. Those saved and extra energy could come in handy. 
6/10



For 5 costs, it is rather an expensive action, if it benefits you to have your level 1 characters leaving the field, then you can consider this. The burst sides also justify the cost of this action. On the side note, any player can pay 1 generic to prevent getting knocked out by this and any action dice. Worth considering if your intention to to shrink your opponent's field. 
5/10 (I am being generous because of the burst effect) 



If you don't want to use the Professor X global to ramp your dice, then you can use this global instead. The main thing is the action effect, it works best against a non-villain team. It doesn't matter how many non-villain your opponent has it the field, with this effect, all but 1 of them cannot block this turn, which is great for your whole team to attack and end the end. 
8/10



For 3 cost, you need to damage a target chosen character in order to draw a die to your prep area. If you need more dice for ramp, there are other better ways to do so. 
6/10


Character Cards



This card has a decent ability and also a motivation for you to play Justice League characters. The ability also triggers for your opponent so it works both way. If you are playing some mid-range team with a few JLA characters, you can go ahead and include this version of Aquaman to your team. JLA characters are quite expensive, so you can use Big Entrance BAC and this Aquaman to make your characters cheaper. 
6/10



His is JLA booster this time, I am not going to recommend playing a JLA retaliation combo with this Aquaman because not everyone will need this boost. The boost will make Zatanna harder to get knocked out and she is the main character in your JLA team. However, if you are not playing the retaliation combo for your JLA, then you can consider this version of Aquaman, Flash could make use that attack boost from him for example. Also, do be careful as this boost works for your opponent as well. 
6/10



This is a great Aquaman to use if you really want to use a JLA combo. Not only does the retaliation helps you to damage your opponent, but the blocking ability is great, since most of your JLA characters are very high cost, it is hard to generate them fast enough against your opponent’s character, so when Aquaman blocks, you get to move one of them to your prep area, which is a good ramp. In additional to Zatanna’s help to ramp more dice and assist in your retaliation combo, you could use this Aquaman to make JLA team really strong.
8/10



There are other ways to KO a character, so you don’t have to pay 4 cost to do that. Batarang is only amazing when it has 2 bursts, it is not a very weak action card but if you want to get rid of a character because you are afraid of a specific character, you can use other better ways instead.
3/10



A more costly and nerf version of power bolt or Magic Missile BAC, the only difference is that you get to reuse it if Batman is in your field, but only on the burst sides. If you are intending to use Batman in your team and you do not want your opponent to buy your damage dealing actions from you, then you can use this instead. 
3/10



This Batarang is sick, if your opponent plays a villain team or you have the villain converter global. You can potentially knock out a high defence characters or even clear the field. The drawback is that this is a costly action and if your opponent doesn’t play any villain, it is going to take a lot of energy to convert villains just for this action to work.
5/10



Batman is strong in his stats, but the ability wise is not something I want in a 5 cost character. Sure buying a basic action for just 1 cost is great, but what action is so strong that I need to buy a 5 cost character, draw it, roll it, pay fielding cost and then pay another 1 cost for it. I can just pay that BAC if I really need it. If the ability is an active ability, I would have recommended it, but fielding ability on characters that is hard to leave the field is not as good.
3/10



For a cheaper cost and same stats, I say Batman is great, but forcing batman to attack every round seems harsh, if Batman is the only character in the field, your opponent would have allow your Batman’s attack to go through and finish you off the next round. If you just need Batman for his stats, use the WOL version instead. 
2/10



This is a much better Batman, if you are using a JLA combo, this Batman will be a great in terms of support and offense. Batman will help you gain 1 life every time another JLA characters is fielded and will retaliate when a JLA character is knocked out, I strongly recommend this Batman for those playing a JLA combo. 
7/10



This Batman is not a bad choice if you are not using JLA combo. There is always villain converter to give you that 1 life when Batman attacks and the global is good as well, if you use any BAC, you can gain another life. Not too bad, but you need to keep a lot of energies in your reserve pool.
7/10



For 4 cost and her stats and abilities, I wouldn’t want Black Canary in my team. I am not saying she is useless but by the time a 4 cost character shows up in the field, sidekicks are probably your least concern. Almost every player will have a 2 cost or even 1 cost character, so they can just block you when Black Canary shows up. What's worse is that the effect only last for 1 turn. Unless your opponent is playing a sidekick combo, your Black Canary wouldn't help much. 
6/10



This is like a nerf version of Storm: African Princess, but more costly and weaker ability, placing your opponent's character in the prep area isn't as effective as placing it in the used pile. If you want to use rolling to get rid of a character, I suggest that you stick to Storm, she is still one of the strongest character in the game.
3/10



A lower cost Canary but her ability is similar to relentless BAC global. Sure the versatility of choosing mask or bolt to do that is great, but not that great that I would be happy pulling her in my feed, given that she is a super rare. If her ability triggers for free, I would consider her, but other than that, I have more other 3 cost character that I can choose from. 
6/10



A 2 cost Black Manta is great for an aggressive team. However, there is always a fielding cost to pay for Manta, but if you can ramp enough dice every turn, this wouldn't be a problem. The ability triggers when he is blocked or blocking and as long as he takes damage, so you can add some defence boosting global to prevent him from getting knocked out and always dealing 1 damage to your opponent. 
8/10



This Manta is great in a villain team, you can just place Manta and all other active villain in the field while letting attackers with high A and low D attack, if they get KO, then you get to deal them damage and more dice to roll the next turn, if the don't block it, they have to absorb the unblocked character's damage. Also, the effect works just as well for blocking, so this is a great Manta for villain combo!
10/10




This is a more aggressive and yet defensive Manta, his blocking potential is unlimited if you have an all villain team and if you give him overcrush and the Ant Man global, he is deadly, all this for just 3 cost. 
7/10



Maybe Blue Beetle isn’t a villain, but with some help from the rest of your villain team you can see Blue Beetle’s power, you just need to make sure he doesn’t get knocked out, which given his level 1 and 2 stats, he is very easy to get knocked out. On the side note, he also triggers his ability when your opponent fields a villain. If you talk about non-combat damage, I would say he is actually decent. 
8/10



Having additional attack is good, but you need to keep knocking out your sidekicks, and when he has very high attack value, give him overcrush to see how deadly he can get. You might want to use some defence boosting global just in case after all the attack boost you give for Blue Beetle, he is knocked out, that will be a bummer. 
6/10



This blue beetle is cheap and good for blocking. With 4 blue beetles in your field and villain converter, you really don’t to build a wall a wall of defence, plus, Blue beetle attack is good enough to attack when you get the chance to. If you need some blockers to match your opponent's attacker, you can consider this version of Blue Beetle. 
6/10



For a 3 cost and decent stats itself, I don’t mind using Booster gold as a blocker. However, if I need him to attack to win the game and my opponent has a villain in the field or a villain converter global, I have to hold Booster back. His level 3 is 2 fielding cost which is too much for a 3 cost and such ability. You should never have characters that have restrictions unless they provide other abilities.
2/10




You use 4 cost to buy a Booster Gold, draw and field him, only to add him to your roll again at the start of your turn? I think that is rubbish, if you need more dice, there are a lot of dice ramp in the game. Booster Gold needs 1 or 2 fielding cost so his ability is not very economical if your intention is that you need more dice. Maybe he is versatile that he can become a dice to roll and a character, but having a character in your field that has no other ability won't be very useful and not to forget that he is a 4 cost character. If you really need to roll more dice and have characters in the field to block, then use Parallax global instead.
2/10 



This Booster Gold is more usable, first you get reduce another character’s purchase cost and second, you get more dice for your next turn. The only problem is that his fielding cost isn’t that cheap for stats, so if you just buy the character normally instead of buying Booster Gold and triggering his effect, it would be more effective. Regardless, it is not economical to use any Booster Gold.
5/10


A little control ability from Brainiac, if you are afraid of a character, simply asks your opponent to redraw and hope that character doesn’t appear in your opponent’s hand. This may be an easy way to buy some time, but if you keep relying on this method, your opponent will eventually redraw that die, especially if that returned die was the only die in his/her bag, so for long term basis, not very reliable. For the same cost, you can use Loki: Gem Keeper or Joker: Clown Prince of Crime instead, they are much more powerful. 
5/10




This is like a brainiac with free force attack ability. I don’t think that’s bad given that there are a lot of active characters in the field that just won’t go. If you want to get rid of a character in your opponent's field by forcing them to attack, and you don't want to use the force attack global in case your opponent use it on you. You can use this Braniac instead. 
5/10




Being able to switch blockers is an advantage, it helps when your characters have overcrush and switching blockers would likely increase the spilled damage. However, the ability of Brainaic is very limited, if your opponent only declares identical blockers, switching both of them won't make any differences, also if your opponent only use his/her characters to block 1 attacker and leaving the others unblocked, Brainiac ability wouldn't trigger as well. 
5/10



His ability is a little redundant, there is a relentless global created for a reason; the only difference is you can use a bolt instead of a mask, which really doesn’t make much difference. Plus, his fielding cost is too expensive given his stats. 
4/10



This version of Captain cold is more usable, you make your opponent waste an energy just to declare an attack, this could make a lot of difference in the early game, it would prevent your opponent from buying a more expensive character or it would prevent them from keeping energy in their reserve pool that is useful for them. A way to slow down an aggressive team. 
5/10



This is a more expensive version of Quicksilver: Thanks to Isotope E, but more expensive, higher fielding cost and harder to leave the field. I think I made my point. 
3/10



This is a more expensive version of Zatana: Zatanna Zatara, I don’t dislike it but given a choice, I would definitely go for Zatana. 
5/10




There is just a lot of luck require for your Catwoman to work well. You have half a chance of rolling character which benefits you and you have the other half that gives you more dice the next turn but you might waste your energy fielding Catwoman for this effect. If your intention is to knocked out an opposing character, I suggest you use other methods instead.
5/10



This is just another Catwoman card that requires a lot of luck. The chances of you drawing the character you named is very slim and even if you attack with it, the attack will most likely be blocked, so I really won’t bother setting up this card just for an effect that may not work.
5/10



This is an aggressive cheetah and you would probably want to consider using given that she is only 3 costs. Just attack with cheetah and your opponent takes 1 damage, how great is that!
8/10



I am not a really big fan of KO sidekicks given that they are easy to get rid of. This card is only strong against a sidekick team, other than that, I would recommend the common version which is so much stronger. 
5/10



There is nothing special about this Cheetah, assigning damage first just increase your odds from surviving in the cleanup step. Given her stats, it is not hard to knock her out. 
7/10



Making your opponent reroll an action die after he/she rerolls it is a good advantage, you will never know how the action die could affect the game. That being said, your opponent may not be playing action for his or her entire game and even if you reroll that action die away, they could use the generic energy to their benefit. Still, if your opponent would want to use action die that badly, they would use the parallax global to support their team. 
4/10



This Constantine will help you to save some energy when fielding a chosen character. Not a bad card if your intention is to support high fielding cost characters, but you need the luck to draw and roll that named character.
6/10



This is the super rare that everyone would want it. It can lock any fielding abilities which can nullify a lot of characters. Plus, it can slow down an aggressive team, which will benefit a control team that Constantine will most probably be in. This is a really useful card and will be beneficial is a lot of teams, so if you can, try to get this card. 
10/10



This is not a bad cyborg but it limits himself, you can only knock out a character with the same level as cyborg. It takes a bit more effort such as using global to level him up or down just to knock out a character of that level. For a 5 cost with some much effort to make this card works, I will pass.
5/10



A cheaper version of cyborg and 2 abilities, that is worth a spot in your JLA team. The attack and defence value will be useful as you can decide if you should attack alone or not. What is more interesting is the retaliation effect that will be useful when you play a JLA team, it's great to have more characters to retaliate. 
7/10




Having fewer characters will put you in a disadvantage but able to deal your opponent damage while having that disadvantage is not that bad. You can consider him if you intend to play an aggressive team. 
6/10



There aren’t many players that will play a JLA team so Darkseid probably wouldn’t be your best choice in a constructed play.
2/10



At level 3, Darkseid can be very aggressive against any player, not a bad ability, able to get rid of either weaker characters or deal damage to player. However, for 5 cost to deal 1 damage if he is at level 1 seems a bit weak, if you can get him at level 3 all the time then it's worth considering. 
7/10



Being able to get rid of characters and deal damage to player is a decent ability. However, his ability only triggers when he is KO, which is very unlikely given his health unless you use overcrush on him, that would be disastrous. But for 6 costs and his ability and stats is not very appealing. 
6/10



This is the part where knocking out characters become deadly. You could use the help from some characters or simply use Magic Missile global to get rid of weaker characters and triggering Darkseid ability. This is definitely a better version of Darkseid.
6/10



Deadman ability can be very useful when the timing is right, you can counter any character in your opponent's field by using Deadman to capture it. However, if the timing is off, you might not capture someone powerful.
3/10



This ability counters attacking or blocking ability instead, but all active ability can still be triggered by characters chosen by Deadman. This is good for control team that is typically weak against aggressive team, but do note that this Deadman only helps you buy some time by locking 1 character die, it doesn't take too long before your opponent purchase a second die of the same character. 
7/10



Deadman is hard to leave the field, so I wouldn’t really want to rely too much on his ability. Also, there is a chance that you waste your resources knocking out Deadman and failed to resurrect the other knocked out character. 
6/10



This is truly an undead Slade, and he is only 4 cost. You can use him for aggressive attack or keep him for defence or just use both since he can always regenerate. Not to forget that you can keep using the villain retaliation effect every time you get knocked out. If you need a villain that is 4 cost and good stats, you might want to try him.
6/10



This require a lot of luck; it is either you getting Deathstroke back in the field and get 1 more additional dice later in the game, or you end up with nothing. It is a risk to take and I don’t think a 5 cost character should make you take that risk.
2/10



A more expensive undead Deathstroke, his ability is useless at level 1 and he can always return to the field if he is level 2 or higher. The problem with this is you cannot continuously return him to the field, which doesn’t justify his 5 cost. So if you need the undead, use the 4 cost version instead.
2/10



The ability is deadly, if you have a lot villains in the field. However, Deathstroke isn’t someone who is easy to leave the field, so fielding ability on him might not be a good idea unless you have a way to keep re-fielding him. 
6/10



This is a more expensive and powerful Human Torch: Johny Storm, but only works for the bolt team, just keep fielding the bolt characters while Firestorm is active and you can see the amount of damage done to your opponent.
9/10



Just another character that deals damage when he attacks, good for an aggressive team. He is hard to leave the field so an attacking ability is suitable for him.
7/10



This really depend on what kind of team are you building, I would use this for defensive purpose, in case an attacker is blocked by firestorm, you can deal the same amount of damage to another character who didn’t attack, that way you have lesser characters to deal with in your next turn.
7/10



For 4 cost, able to deal 2 damage to 2 characters is decent, he is easy to leave the field when he is at his lower level, but apart from that, nothing really impressive.
5/10



There are a lot of globals and cheaper characters that can level down someone, so you don’t have to pay 4 cost to do so.
3/10



This is an anti-villain card and could be very useful even if your opponent doesn't have any villain in play. Just use some villain converters and attack with Green Arrow and you can see the damage that this Green Arrow can do. 
6/10



A Green Arrow that is capable of knock out almost any character is good, but it takes some luck to field him at level 3.
5/10



This is a great card to use if you are using the action combo team, your attack will most likely be blocked but still you get to deal your opponent 2 damage if you used an action on that turn.
7/10



This is more suitable for an aggressive team, that bonus will definitely help an aggressive team, it will work best with overcrush or unblockable characters. The only issue is that he is 6 costs and might take some time to field him, and by then, just hope that your opponent has set up a wall against your aggression team. 
7/10



This is a great GL for a JLA team, the more JLA characters that attack, the more damage GL will deal to your opponent, and if your attacking characters is knocked out, you can retaliate more damage to them, and that is the power of the JLA.
8/10



Joker is a great character to use, so being able to reduce his purchase and fielding cost is definitely awesome. Harley Quinn is a great supporter for the Joker.
6/10



Harley attack can be deadly so her ability would be good when she is at level 3; her ability would most likely work better in an aggressive team, however, if your opponent has way more characters than you to block all your other characters and Harley Quinn, there is really nothing you can do about it.
6/10



For this card to work at its best, you need to roll Harley at her level 1, other than that, you need to keep fielding her to trigger her ability, which isn't very powerful unless you gain some benefit from knocking out sidekicks or you are countering sidekicks. 
6/10 



There are 2 other energies and sidekicks that can block him, so I wouldn’t count on that for 4 cost.
6/10



This is the aggressive Hawkman that you be playing, you opponent either take that 1 damage from Hawkman  when they blocked him or take that FULL damage from Hawkman if he is unblocked. Recommended for aggressive team.
7/10



This Hawkman is used more for generating dice instead of dealing damage to your opponent; you have the luxury to decide which is better for your team.
7/10



She is 2 cost and her stats are quite decent, but there is always other 2 costs characters that have either an ability or lower fielding cost.
6/10



This is both an anti-villain and villain supporter Katana, just give her some overcrush to do massive damage against an all villain team or use your villain to boost her.
7/10



She is a good blocker against sidekicks, apart from that, nothing special about her. You may want to use sidekicks counters instead of sidekicks blockers, since sidekick teams are always unblockables.
7/10



This is an action that can deal massive damage to your opponent and have a chance to wipe off your opponent's villain team in no time, but apart from that, if you want to fully utilize this action, you need quite a lot of mask for villain converter, if you think it's worth it, then go ahead and use this action.
7/10 (Mainly for the global)



This card lacks the villain converter global and knocked out only a level 1 or 2 villain, which means level 3 are immune. Only the double burst side makes a big difference, apart from that, I wouldn’t really want to include this in my team.
5/10



This action will help you if you have successfully build a wall of defence, but you need to make sure that this 5 cost die you purchase ramp out more dices for you in a way that you can finish your opponent. Because when you have more characters in the field, it means you might not have excess dice or might not need more dice.
6/10



A control card that can slow down an action combo team or it can be part of an action combo team. When you play an action combo, your opponent will probably get more of the basic action die before you purchase them, so you might want Lex to drain their energy for buying all your basic action.
6/10



This version of Lex allows you to recycle your basic action die, just hope that you rolled the action face when you trigger his ability. If you don't want to take that risk, use Baron Zemo: Thunderbolt instead. 
7/10



This is the evil side of Lex, instead of preventing you from fielding a specific, which allows you to use the energy side of it, Lex simply prevents you from buying it, so when you need your triumph card to win the card, Lex says no. 
9/10




He is a relatively good attacker that can knocked out almost anyone, you might want to give him overcrush for his ability to work well.
5/10



His stats are good enough, so I wouldn’t rely on this card for his ability to trigger for his bonus, the chances are just so slim.
4/10



The 1 damage dealt by Martian Manhunter is not very appealing, if that targeted character is knocked out, another character must block Martian Manhunter. The irony is that even without the ability, your opponent will definitely block Martian Manhunter, so you don't need his ability to force someone to block him. I will take it that his ability only consist of the first part, and that alone isn't worthy to buy him for 5 costs.
2/10



There is not much to say about this card, with his high attack and free overcrush and stack it with the JLA retaliation; you can see your opponent struggling.
7/10



Red Tornado high fielding cost isn’t something you want to keep as a character with low cost and blank text unless you need his stats for 3 costs.
4/10



This Red Tornado allows you to draw better dice in the mid game; it can be really a turn off to draw 4 sidekick dice in the mid game, his ability also states that if you draw 3 or more sidekick dice, which means if you draw 3 sidekicks and 1 other dice, you place sidekicks dice in your used pile and draw 4 new dice, so your chance of drawing sidekicks goes down and you get to draw a total of 5 dice! A good way to roll more non-sidekick dice in a turn.
7/10 



This is another way to recycle your action die, he can be a great supporter in an action combo team, however, this also makes his level 1 useless, if that's the case, just attack with it so you can knocked him out and hopefully roll a higher level again.
6/10



With the help of Batman, it is possible to get a 3 cost with a potential of 7A and 6D Robin. Robin can be a great attacker and defender in this case, so if you are using Batman, do consider his sidekick as well.
7/10 



For 4 cost and unblockable ability, this is not a bad Robin, just add some attack boost global, you will see this Robin do quite some damage.
(7/10)



This Robin stats is not that good even at level 3, so I probably wouldn’t use him without any additional ability or bonus.
(7/10)



This Shazam will prevent any level 3 character from coming into play, but that is not really a threat given that bursts usually happens at level 1 or 2, and he is 7 cost, by the time he shows up, you probably lose half your life.
(5/10)



This Shazam ensures that your character is either in level 2 or 3, not a bad ability as long as you keep fielding a non-villain. If you need your characters at level 2 or 3 to unleash their full power, then you can consider this Shazam.
(5/10)



His ability is decent, but you need to make sure that your characters benefits more at higher level so you can make better use of him. Also, it is hard to trigger his ability unless you give him overcrush. 
(5/10)



He is a villain supporter, it can help you save cost as most villain have very high fielding cost. This ability also helps your opponent, so just be careful.
(6/10)



This is another villain supporter, but not something that I would really want in my team, the bonus only activates when there is no opposing villain, and for 5 cost to only give me 1A 1D bonus is not something fascinating.
(6/10)



This is a great villain supporter, your villains cannot be distracted, cannot be relentless, cannot take damage from Magic missile global and much more things that they are immune to. Human Paladin: Lesser Emerald Enclave would be cheaper if you don't want your characters getting targeted by globals. 
(7/10)



There is no need for Solomon Grundy to take no damage, since he has no other ability that would make me keep him in the field. So I will pass on this one.
(6/10)



This card makes Grundy level 1 useless, if my opponent needs a character in his/her field, he/she wouldn't engaged with Grundy if it is lower level than Grundy. 
(6/10)



For his ability to trigger, you need special kind of knocked out such as non-combat damage from characters or character abilities. For 5 costs to knock out an opposing character, I think I would pass. 
(6/10)



A sidekick supporter, not one of my top choices to boost my sidekicks, but if you need more characters to do so, you can consider her. 
(7/10)



This is a sidekick protector character, but she can't protect much as well, it will work when your opponent is using 1 damage to knock out your sidekick, but there are always characters or action that does more than 1 damage to your sidekicks, and that would leave Stargirl useless. If you really don't want your sidekick to get knocked out, boost them with your characters instead. Stargirl's defence isn't very high to absorb too much damage. 
(6/10)



If you need to field more sidekicks, there is always Rally BAC. And if you really want her ability to trigger, you need some villain converters. That's a lot of effort just to field a sidekick. 
(6/10)



A fielding ability on Superman is such a waste. You need to field him consistently to field your bags with JLA characters. If you need a JLA team, just buy them normally instead of wasting on a 7 cost and having to pay 2 energy to buy your characters. 
(6/10)



Superman is immune to damage in the attack step, but he still can be knocked out through other methods. If you can make use of this ability like giving him overcrush every turn, then he is worth considering. 
(6/10)




This is another character with retaliation to support your JLA team, but I am disappointed that he doesn't possess any other ability given that all other JLA member with Retaliation has another ability. 
(6/10)



This is another version of Superman that is immune, but this time, he is immune to action dice and abilities, so he can't be targeted. It would be great if he has overcrush on him since he cannot be distracted. 
(5/10)



There are other characters that can block Swamp Thing, and by the time he shows up, my opponent have more than just sidekicks in their field. 
(5/10)



This is a more aggressive Swamp Thing to knock a character out, just use a force block global to force a character to block Swamp Thing and they will get knocked out. 
(7/10)



To make this Swamp Thing work, you need to use overcrush and Ant Man global on him. A little bit too much effort just to knock out a character. 
(7/10)



A weaker Atom is immune to every character's combat damage, but a stronger Atom is less useful in terms of his ability. But still, he is vulnerable to get knocked out by global abilities and action effects. 
(6/10)



If my opponent really wants to knock Atom out, he/she would have use sidekicks, bolt to mask characters to block Atom. Also, a retreating ability isn't that great unless you gain some benefit when attacking with Atom. 
(4/10)



Unblockable abilities are great, but for 4 costs to have only 1A and 1D is very redundant unless you can boost his attack. 
(7/10)



Unblockable Flash with minimum 3A is worth considering. 
(6/10)



This version of Flash works better, you can have any number of characters in your field and attack with just the Flash, just use a basic action this turn and he is unblockable. 
(8/10)



Out of the 3 version, I am super disappointed that the super rare version of Flash is the most useless one. The common version is just the same cost and can be unblockable as well, the only difference is that the common version requires 3 or less fielded characters while the super rare version requires no other characters fielded. The super rare only makes the ability trigger when Flash is the only character(s) in your field. The common would be so much easier to trigger. Not to forget that the uncommon is even easier to trigger the unblockable ability. This makes people mad when they pull Flash for their super rare in their feed. 
(4/10)



Unblockable characters is great, but to make Joker more powerful, you need the Ant man global. Despite that, your opponent can always have a villain converter to villain to block him. If he is blocked, he cannot trigger his ability again until he is fielded again. That's a risk to take for a 5 costs. 
(5/10)



If you want to lock out an opposing character, Joker will do the job for you. Great for controller team, if used well with Harley Quinn, your Joker can come out much faster. 
(9/10)



If your opponent is playing JLA, Avengers, GOTG or lantern combo, chances are Joker would be a great help to wipe out your opponents field. As long as an affiliated character takes damage from one of your character, your character deals an equal damage to every character sharing the affiliation. You can use this Joker as a backup to counter affiliation team, just be that your character doesn't possess the affiliation of a character you control or you might lose that character as well. 
(6/10)



Vibe stats is amazing great for a 4 cost character. His ability would work if your characters can redirect damage or have benefits for you when dealt damage, that way, you can go ahead and be aggressive with Vibe. 
(6/10)



His ability is more likely to trigger in a bolt team. Still, you need to make sure that the AOE damage to everyone benefits you more than your opponent when you use Vibe. 
(6/10)



This is a more usable version of Vibe. You can combo him with other characters that level up or down another character. The 2 damage can knock out a lot of characters when they are weakened. 
(6/10)



There is a cheaper version of this character with ability, so i will pass on this one.
(2/10)



That 2D might come in handy, but apart from that, nothing really special that i want to use her in my team. 
(4/10)



If you have enough Mask enough, you can make her immune to damage from a source. Still, you need to know what you want from Vixen by keeping her in the field, or else protecting her would be wasting your precious energy. 
(6/10)




This version of Wonder Woman will nerf all your villains fielding abilities that dealt damage, but only villains are affected by this and villains that have fielding abilities that deals no damage will still trigger. You can try Constantine: Hellblazer if you really want to nerf fielding abilities. 
(7/10)



If your intention is to knocked out a villain, you can try something else instead. It is a little bit too slow to get rid of a villain through combat damage. 
(6/10)



This is a JLA supporter, you can save those fielding cost on something else. 
(7/10)



This is a decent sidekick supporter, however, it requires another JLA member for her ability to trigger. That would take up some spot for your sidekick team. Even if your sidekick doesn't take damage through combat damage, there is always non-combat damage that can knock them out. 
(7/10)



Simple character, just field her and you get to ramp out 1 die. She also has the JLA affiliation so she can support the whole team.
(7/10)



The ability is harder to trigger, so just use the fielding ability instead. 
(7/10)



A blocking ability that can ramp more dice is great, but the problem is that she only ramps out sidekick dice, so the usability of this card goes down. If you want to ramp sidekick dice, there is always Professor X global to do so. (6/10)




If you really want to reroll your dice so badly, there is parallax global to do so, you don't have to spend 4 costs on her to do so. 
(4/10)

Conclusion

The DC universe does brings a lot of variety of play into the game like every other set. The cards from this set is great and as always, even if you are not a DC fan, get the good cards from this set and mix it with your other teams to make it stronger. Hope my review helps and thanks for reading. 













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