I did say I thought they would find their place especially in Hybrid Format tournaments, but they still have only a few times when I'd really want to grab one over a character.
But there are a few characters that really compliment these dice, any one of these dice, characters that make actions Soar, if you'll pardon the pun. We're going to check them out today.
Actions and Reactions
So there are a few cards out there that manipulate actions, or gain benefits from actions, and they're going to be an interesting way to broaden our understanding of Basic Actions. The number of cards in this set is fairly small, but we have to keep this mechanic in mind as new sets start to come out and the meta expands. We may find that more low-cost actions come out, or more characters who play around with Basic Actions will come into the fold. When this happens, we're going to want to come back and reflect on them, and see if the time is right to consider bringing them into your deck.
I think it's clear that WizKids meant for actions to be a major player. Professor X: Powerful Telepath actually blocks their use while he's active (he also blocks use of Global Actions), so clearly they're supposed to be interesting. Could Powerful Telepath become a power card when new Global Actions and new Basic Actions come out that really make you want to block your opponent's use of them? Only time will tell.
Basic Actions, at least for me, have always been a purchase of last resort. If I pick them up, great, but for the most part I'm focusing on characters. I actually hope we start to get more cards that make actions more tempting, because as it stands, for me, there is really only one stand out card.
Let's run through them, and end with the prize.
Whither Actions?
Basic Actions, at least for me, have always been a purchase of last resort. If I pick them up, great, but for the most part I'm focusing on characters. I actually hope we start to get more cards that make actions more tempting, because as it stands, for me, there is really only one stand out card.
Let's run through them, and end with the prize.
Who's Who of Dice
The big man on the street when it comes to actions is Doctor Strange. All of his cards involve Basic Actions in some way: his common lets you buy them for free when he's active, his uncommon deals 2 damage to your opponent when you use them, and his rare lets you go find one in your dice bag and roll it. How useful this is to you is really a matter of how you feel about Strange as a character and a die. He is expensive. His variants all cost at least 6, with two of them clocking in at a whopping 7 mask energy. I don't know about you, but when I buy a character for 7, I expect to win the game, not get to buy more actions dice.
My personal preference here is his uncommon, Master of the Mystic Arts, which allows you to deal 2 damage when you use a basic action. If you've laid your groundwork right in the early game, this one could actually be a closer as you cycle through a few actions and generally ravage your opponent. Probably a Charlatan and Sorcerer Supreme are far too situational for me, and I'd be very surprised if they ever came into mainstream deck consideration without a serious change to the meta. Their utility is too far out there to be something I'd ever waste a card in my sideboard on. MotMA is also the cheapest to buy, at 6 mask, which means it's actually easier to get out this hard hitting character.
Doctor Strange also carries the dubious distinction of being one of the strongest dice in the game, with truly beastly stats at his level 3 (8/9, whoa!). Watch out for Assassination, but he's really beefy when it comes to blocking incoming attacks.
The aforementioned Powerful Telepath only blocks the use of Actions, and he doesn't really add much to your own Actions, so he only gets an honorable mention.
Rogue: Anna Marie allows you to use an action from your opponent's used pile, which is a small comfort. I think where she'll really start to shine is when we have more 'private' Actions (like Mjolnir and Vibranium Shield) that will mean being able to pick up that action from your opponent would be super useful, since it grants you access to items you wouldn't otherwise have access to. Still, she's not adding a load to the game, and is useless if your opponent isn't buying actions. She might make a useful compliment to our All Star below, but there isn't a lot of interest here.
Human Torch: Flame On! gets a little mention due to his Global Ability to add a damage on when you're using a Basic Action, but otherwise these guys are... alright. And let's be honest, you're not using Flame On! for its Global...
My personal preference here is his uncommon, Master of the Mystic Arts, which allows you to deal 2 damage when you use a basic action. If you've laid your groundwork right in the early game, this one could actually be a closer as you cycle through a few actions and generally ravage your opponent. Probably a Charlatan and Sorcerer Supreme are far too situational for me, and I'd be very surprised if they ever came into mainstream deck consideration without a serious change to the meta. Their utility is too far out there to be something I'd ever waste a card in my sideboard on. MotMA is also the cheapest to buy, at 6 mask, which means it's actually easier to get out this hard hitting character.
Doctor Strange also carries the dubious distinction of being one of the strongest dice in the game, with truly beastly stats at his level 3 (8/9, whoa!). Watch out for Assassination, but he's really beefy when it comes to blocking incoming attacks.
The aforementioned Powerful Telepath only blocks the use of Actions, and he doesn't really add much to your own Actions, so he only gets an honorable mention.
Rogue: Anna Marie allows you to use an action from your opponent's used pile, which is a small comfort. I think where she'll really start to shine is when we have more 'private' Actions (like Mjolnir and Vibranium Shield) that will mean being able to pick up that action from your opponent would be super useful, since it grants you access to items you wouldn't otherwise have access to. Still, she's not adding a load to the game, and is useless if your opponent isn't buying actions. She might make a useful compliment to our All Star below, but there isn't a lot of interest here.
Human Torch: Flame On! gets a little mention due to his Global Ability to add a damage on when you're using a Basic Action, but otherwise these guys are... alright. And let's be honest, you're not using Flame On! for its Global...
I Believe I Can FLLLYYYYYY
Angel: Soaring, however, is the candy and icing and gum drops on the Basic Action cake. At only 2 shield energy, he provides an extraordinarily cheap die, and a really cute ability. If you use an Action, Angel cannot be blocked. Angel isn't exactly a hard hitter, with level 3 stats maxing out at 1/3/4, but that's not surprising with a character that's relatively easy to make unblockable. Even if you don't choose to bring Invulnerability for the cheap action, an Angel rush can be fairly effective. You're not quite able to bring the same level of hurt as Tsarina, but few decks and dice are.
Personally, I think 'unblockable' is going to be a major force to contend with in the future. We have Distraction, whose global action lets you push someone back, but that doesn't help you forever, and you'll need to keep that mask energy in reserve.
Angel can bring the hurt because he's cheap to buy, cheap to field, a nice little blocker when you don't want to attack, and a stinging gnat when you do. Annoying people into defeat has a lot of benefits.
Personally, I think 'unblockable' is going to be a major force to contend with in the future. We have Distraction, whose global action lets you push someone back, but that doesn't help you forever, and you'll need to keep that mask energy in reserve.
Angel can bring the hurt because he's cheap to buy, cheap to field, a nice little blocker when you don't want to attack, and a stinging gnat when you do. Annoying people into defeat has a lot of benefits.
Power Punch
Angel: Soaring, Rogue: Anna Marie, and Doctor Strange: Master of the Mystic Arts pack a potentially deadly punch between them. They aren't cheap, but at 2/5/6 energy respectively, they are part of a natural progression of dice purchasing. Angel gives you the quick characters and energy, with Anna Marie allowing you to help yourself to your opponent's actions on turns you might not have rolled your own, while Master of the Mystic Arts keeps those actions stinging even without Angel out.
Add in another character that manipulates Actions similar to how Strange: Sorcerer Supreme does, and you've got a really terrifying combination. You can even take a Power Bolt to add a little insult to injury, spice it up with Human Torch: "Flame On!". The possibilities are... well they are currently a little limited, but I have hopes that we'll see some development on the Basic Action front and it will be a new day for the concept of the Action Exploitation team.
Closing Thoughts
A 'Basic Action Deck' isn't exactly ready for primetime yet. It's a cool idea, and the materials to do it are available, but the expense of Strange and the relative scarcity means that you're looking at putting yourself into a really obvious box. If you put out Angel, Rogue, and Strange, everyone knows exactly what your strategy is. This is the benefit of having a slightly more esoteric strategy, something less obvious. Maybe next expansion we'll have a bit more latitude.
Until next time, Dice Masters!
Thing is also an interesting option in action-centric decks. As you will have fewer characters in general (due to having purchased actions), his "more guys in the field" abilities are that more likely to be relevant.
ReplyDeleteAnother thing with action-centric strategies is the big energy, however since it's generic, that just means the energy type on your existing characters will dicate even more than usual what you'll be able to buy. So I'd think that your well constructed action teams won't want to have too many affiliations represented.
ReplyDeleteTwo very interesting points. I generally find Thing so expensive that I don't put a lot of thought into him, but with Throw Car he might be interesting. Sadly I feel as though you want Invulnerability and Distraction, however, so it's hard to say for sure what the best course of action is.
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