DC Dice Masters: Green Arrow and The Flash Review: Deathstroke Guerilla Warfare and Lt. Colonel
In September, the latest DC Dice Masters set, DC Dice Masters: Green Arrow and The Flash will be released. Wizkids hooked us up with ten booster packs and after an unboxing video, I’m now going over groupings of the cards to discuss their playability and how they stack up to previous versions of the characters.
Next up is Deathstroke (common and rare). I received the two cards out of the ten booster packs.
Cost – 6 Fist/Shield and 5 Fist/Shield
Die – Generic/Fist & Shield/Fist & Shield
1 4 4 / 2 5 5 / 3 7 7
Character Previous Set: DC Dice Masters Justice League
First thoughts: Expensive! With a 6 with fist and shield die to purchase the common and 5 with first and shield for the rare and a total of 6 total cost to field the three levels, this is an expensive die. Much more expensive than the previous version which were 4 or 5 to purchase and 5 total cost to field the three levels.
Deathstroke: Guerilla Warfare (Common)
While Deathstroke is active, when you field a FIST or SHIELD character die, Deathstroke gets a +1A and +1D (+2A and +2D if the character is a FIST and SHIELD) (until end of turn).
Thoughts: For a common the card is expensive for what you get. Yes the stats are high, but I just don’t see this one making the field a lot. I’m reading that ability as a 1 time thing, not for each die fielded since it uses the word die and not dice. If that’s not the case, this gets more useful.
Compared to the previous common with Regenerate, I’d probably take that one over this one.
Deathstroke: Lt. Colonel (Rare)
Synergy – While Deathstroke is active, during your turn, whenever you could use a Global Ability, you may pay FIST SHIELD to search your bag for an action die and roll it. (The rolled die goes to your Reserve Pool.) (Synergy abilities can be used while the character is active, any time you could use a Global Ability).
Thoughts: Yes please!? Holy crap is this card good. A 5 FIST SHIELD to purchase, this is a card I’m going for early in the game. To be able to seek out an action die is potentially a game changer with an impact on turn four. Big Entrance, purchase this next turn, draw this third turn, buy the action die fourth turn. With some action dice being able to swing games, this is a big ability that should mix things up and has me thinking through what action dice I’m bringing.
Final thoughts: The common is a bit blah, but that rare I expect to regularly find in builds. It potentially has a big impact if the dice roll right. Now, to find out what the uncommon is…