In this special double-length episode, Dave and Evan review every single non-starter common and uncommon from the Dungeons & Dragons Dice Masters: Battle for Faerun set. We'll continue next week with the rares, super-rares, and basic action cards. Ratings are subject to change as we play more with the set!
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What's really awesome about the Uncommon Kobold is that it's one of the most effective churns in the game. Not only does he get some blocker control in that it forces opposing adventurers to block the kobold, but it also likely means the kobold is going to be knocked out that turn and thus converted back into potential energy the next turn. Likewise, because the kobold's stats are pretty garbage, there's almost no penalty to rerolling the die, unless you get two fist, which you can use for some of your bigger characters.
ReplyDeleteThe kobold may not end up activating "swarm" terribly often, but it should still end up in prep just about every time an adventurer is on the field. And you don't want a kobold in the field anyway if your opponent has an adventurer out or on the way. Instead, kobolds are fantastic against those players who ignore adventurers, and even better for ramp against those who do.
I'm not going to say that you should grab that kobold every time you see it, but if you know you're going to be wanting to play something big like a 6-or-7-cost Purple Worm, the kobold may be your ticket to that die.
Guys, maybe you address this at some point in the podcast (I've only got as far as you discussing the uncommon Prismatic Spray), but if not, you need to read the rules on Breath Weapon. You can not just use it at any time. You have to attack with the character that has Breath Weapon and then pay to use it!
ReplyDeleteWe got a little excited about all the new stuff. We address this in the next episode.
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