Marvel Dice Masters: Iron Man and War Machine Starter Set – Space Armor Iron Man
This February sees the newest release for WizKids‘ Dice Masters, Marvel Dice Masters: Iron Man and War Machine Starter Set. The first starter set has an Iron Man focus introducing new mechanics.
I’ll be reviewing a group of cards a day until the whole set is completed and then general thoughts on the whole set. But, beyond discussing the cards and how they fit into the Dice Masters game, I’ll also focus on the characters themselves and if the card reflects their comic history.
Up today is Space Armor Iron Man, the first time this particular Iron Man suit has been featured in Dice Masters.
Art: Mike McKone, Scarlet Spider #16 (variant cover)
Comic origin: This suit of armor debuted in 1981 in Iron Man #142 and goes by “Model 5” or “Armor #14c.”
This suit was designed to be used in space (not surprising based on the name of the card) and was first used to confront Sunturion.
The suit is heavy and awkward in normal gravity with controls geared towards zero gravity.
The suit has the usual repulsors and unibeam but that could be used to deflect and push objects. It has concussion beams in the epaulets.
Live action version: No appearances that I’m aware of.
Space Armor Iron Man: Model 5
Card playability: I like the “Suit Up” mechanic as it brings in dice much quicker than going through the normal purchase, bag, draw, roll, and buy process. It gets characters out on the table quickly and in this case at a decent attack and defense value.
I’d be tempted to use the 3 cost Iron Man “Big Man” from the Age of Ultron set. By doing so, you get a higher defense character die that can take a decent amount of damage.
Card vs. Comic: Iron Man suits switching out for each other is common in the comics so to be able to have this as a mechanic fits the character really well.
Space Armor Iron Man: Deep Space
Card playability: Similar to the character above but one die more to purchase. I personally am not the biggest fan of high cost characters so when we get to 5 and higher I begin to back off, but that’s a personal style of play.
What this card does have going for it is the combination of
“Suit Up” with its starred ability. The card will give you a character that has a defensive stat of 7 and you gain life each time an opposing character die deals damage to it. So, force some of your opponent’s dice to attack or trigger a character ability to do damage and you can gain some life.
Card vs. Comic: “Suit Up” along gives the card an ability that works really well with the Iron Man character in comics which I mentioned above. I’m not sure the gaining life really fits in, but maybe there’s something I’m missing from the comics.
Space Armor Iron Man: #14-C
Card playability: 6 cost is where I begin to get really trigger shy in using it. But, for that you get a die that can take some damage and stick around.
Instead of being KO’d by combat damage you’re able to pay a SHIELD and spin the die up 1 level and clear all damage from him. So, get stronger and stick around? The high cost could be worth it.
The die also gets Overcrush when fielded at Level 1 and Level 2. With a 3A that’s not a lot, but if you combo that with the ability to flip the attack and defense value you’re now looking at getting some damage in. Add in the fact a SHIELD will just spin the die up a level if it’s KO’d in that instance and you have a resilient character you’ll want to go on the offensive with at low levels.
Card vs. Comic: This one I’m not sure I know enough about the stories this armor has been in to say how much the character’s abilities fit the flavor of the comics.
Final Thoughts: All three are interesting additions to the Iron Man world of Dice Masters. The higher the cost the more aggressive you’ll want to get and that 6 cost, while expensive, also creates some interesting play combinations and a character die that’ll stick around for a while.
WizKids provided Graphic Policy with FREE product for review.