Infinity Gauntlet Set Review

Welcome true believers, this is DM: United.

We’re about to embark on the exploration of a fantastic new universe… as Infinity Gauntlet smashes its way into Dice Masters.

You’ve probably heard our in person thoughts – our first impressions if you will – on the podcast, but we didn’t want to exclude anyone, or misrepresent any cards. So we decided to put out a second full list of our thoughts, covering every single card in the new set.

We’ll be giving our combined rating out of 10, both for the draft format, and constructed (with a focus on modern), as well as overall thoughts on the characters, and a few choice quotes from our master spreadsheet. You can peruse our detailed thoughts by clicking here.

Anyway, without further ado, here’s the review.

Excelsior!

Adam Warlock

Common rating: Draft – 4.75 / Constructed – 3.25
Uncommon rating: Draft – 5 / Constructed – 5.5
Rare rating: Draft – 2.25 / Constructed – 3
Super rare rating: Draft – 5.75 / Constructed – 5

General Opinions:
A distinctly average character in most rarities. The Energize effects are interesting, but the price of admission? Too high. The super rare might have some team building potential, while the rare is majorly overshadowed by a previous version from Guardians of the Galaxy (GotG). The ‘perfect human’ from the comics, isn’t quite so perfect here.

In the judges’ own words:
Ben on the uncommon – ‘Interesting potential, but don’t think it’ll be quite good enough. A new way to recycle when fielded.’

Angela

Common rating: Draft – 4.75 / Constructed – 3.25
Uncommon rating: Draft – 7.75 / Constructed – 8.75
Rare rating: Draft – 8.25 / Constructed – 7.5

General Opinions:
A repeat performance from the GotG set. An excellent win con for the rare, while the uncommon provides some crucial when fielded protection – much needed in a set with Pip the Troll, and out of set with Becky and Hope.

In the judges’ own words:
Spug on the common – ‘Nobody’s taking this over the uncommon or the rare.’
Peter on the uncommon – ‘Hard counters so many relevant things in and out of set.’

Black Dwarf

Common rating: Draft – 6 / Constructed – 6
Uncommon rating: Draft – 6.5 / Constructed – 6.25
Rare rating: Draft – 7.75 / Constructed – 7.75

General Opinions:
A strong first showing from the man with the axe. Superb stats, and while the five cost might throw some people off we think the Black Dwarf is worth messing around with. Not meta-defining in any way, but that global on the rare will guarantee he’ll be around.

In the judges’ own words:
Ben on the common – ‘A potential 12 attack for 0 fielding! Make God Catcher 20 attack.’

Black Panther

Common rating: Draft – 6 / Constructed – 4.75
Uncommon rating: Draft – 4.5 / Constructed – 3
Rare rating: Draft – 6.25 / Constructed – 4.75

General Opinions:
Wakanda forever mediocre? Unfortunately the switch from T’Challa to Shuri in the artwork hasn’t improved Black Panther in this new set. The 8/2 stats on level 3 mean that BP will always be tempting, and generally worth drafting, just not as your first pick.

In the judges’ own words:
James on the common – ‘Good stats, but conditional and pricey.’
Peter on the common – ‘Too conditional, easily stopped by a sidekick. It gets more interesting with a force block, though.’

Black Swan

Common rating: Draft – 5.5 / Constructed – 4.5
Uncommon rating: Draft – 5.75 / Constructed – 2.5
Rare rating: Draft – 3 / Constructed – 3.75

General Opinions:
The uncommon is a standard Overcrusher, outmatched in constructed. However the other two offer some really interesting options. A definite ‘must watch’ character for those who like to tinker, but probably not meta-relevant… also checkout those stats – though you could say that about a lot of these cards.

In the judges’ own words:
Ben on the rare – ‘A strange ability, something new and possibly breakable, so extra points for novelty.’
Spug on the rare – ‘Not useful.’

Black Widow

Common rating: Draft – 6.75 / Constructed – 4.25
Uncommon rating: Draft – 6.75 / Constructed – 5.25
Rare rating: Draft – 8.5 / Constructed – 7.75
Super rare rating: Draft – 1.25 / Constructed – 1.25

General Opinions:
Wow is that rare tasty! Repeatable removal on a cheap two cost. Her class is what we’ve come to expect from Black Widow in Dice Masters. While the uncommon also deserves a special mention (it’s one of the few obvious win cons in draft), and the common is a decent draft choice, we do really need to note how awful the super rare is. To make up for the brilliance of all the other Black Widows, Intelligence Assets is an early contender for worst card in the set. At a four cost, with her ability fully triggered, she is a 5/3 at top level – also in this set, at a four cost mask we have Doctor Strange, who at top level is an 8/9…. Truly a red to make you see red. Please stick to the yellow, and the green if you have to.

In the judges’ own words:
Peter on the common – ‘Cheap, kills opposing sidekicks in draft. Use it for removal or ramp.’
Peter on the rare – ‘Get a bunch of these cycling and your opponent is going to have a pretty bad time.’
Peter on the super rare – ‘Absolute trash.’

Bullseye

Common rating: Draft – 5.75 / Constructed – 4.5
Uncommon Rating: Draft – 3.75 / Constructed – 2.5
Rare rating: Draft – 6.25 / Constructed – 5.25
Super rare rating: Draft – 4.25 / Constructed – 3

General Opinions:
Much like Black Panther, Bullseye has always been a ‘never-quite-good-enough’ character in DM. None of these cards will change that. The rare might have potential, though is probably outclassed by other ‘spin characters to energy’ abilities in set. Maybe Bullseye should spend less time collecting ace of spades cards, and more time working on his game text.

In the judges’ own words:
Ben on the rare – ‘A pretty fun card. With force block in modern, this could be an interesting way to get some of your own characters out of the field, or get some energy for your opponent’s turn.’
Peter on the rare – ‘Will discourage your opponent from blocking him with a sidekick if they have other level 1 characters active.’

Captain Marvel

Common rating: Draft – 4.5 / Constructed – 3.5
Uncommon rating: Draft – 7.25 / Constructed – 5
Rare rating: Draft – 7.5 / Constructed – 7.75
Super rare rating: Draft – 5 / Constructed – 4.75

General Opinions:
The super rare might be the most conspicuous, re-rolling fields is very fun, but for the DM: United team the rare is the stand-out. The common, uncommon, and rare all ramp as a result of combat damage, that is both damage to your opponent and damage to an opposing character. So, attack with a character and Captain Marvel will trigger. The rare ups that to the max, essentially every Avenger die you attack with is going to prep for you. It’s brilliant, and if it wasn’t six cost it might just be the best ramp we have in modern.

In the judges’ own words:
James on the super rare – ‘Bit too pricey for draft and too inconsistent for constructed. Good effect though.’
Spug on the super rare – ‘Anarchic.’

The Collector

Common rating: Draft – 7.5 / Constructed – 8.25
Uncommon rating: Draft – 6.75 / Constructed – 6.5
Rare rating: Draft – 6.25 / Constructed – 8.25

General Opinions:
The Collector clearly likes to collect fantastic abilities, and as a result we must collect all of his cards! Firstly, the sidekick maker global was a fantastic piece in the previous meta, and it’ll be just as good in this one. But that is just a glazed cherry, on what is piles of icing sugar, and dough; gluttony thy name is Taneleer Tivan. The rare, while hard to trigger in draft, is a worthy successor to the GotG card that saw it place very well in world and national level events. The uncommon provides some excellent ramp opportunities with a force attack. Last but by no means least, the common is great on five of its six dice faces, especially its ‘when fielded’ ability, which is reminiscent of the Ring of Winter text from Tomb of Annihilation, another card that placed very well in worlds and nationals. Some outstanding pedigree means Mr Fancy Pants has a lot to live up to.

In the judges’ own words:
James on the common – ‘Shenanitastic + pxg!’
Ben on the uncommon – ‘Get you some Ramp!’

Corvus Glaive

Common rating: Draft – 5.75 / Constructed – 3.5
Uncommon rating: Draft – 5.75 / Constructed – 3.5
Rare rating: Draft – 4.75 / Constructed – 3

General Opinions:
Perhaps not a guy we will see a ton of in constructed, but a decent draft pick, with some good stats for cheap fielding. The rare also grants the unusual ability of being able to put a die back onto its card; it’ll be one combo builders keep in their back pocket, awaiting for the return of Fabricate, or a decent Impulse ability.

In the judges’ own words:
Peter on the rare – ‘Never underestimate direct damage in draft, but seems like a very hefty cost for the effect.’

Doctor Strange

Common rating: Draft – 8.75 / Constructed – 8.25
Uncommon rating: Draft – 4.5 / Constructed – 6
Rare rating: Draft – 6.75 / Constructed – 5.5
Super rare rating: Draft – 5.5 / Constructed – 5.25

General Opinions:
The Master of the Mystic Arts has always had ridiculous stats – but never at such affordable prices as the common. A four cost 8/9 is nuts. The global ability, which is on three of the cards, is also a meta staple.The uncommon and super rare also provide cards which teams can be built around – though the jump up to a six cost for both makes the prospect much less palatable. In short, the common Doctor Strange is indeed a Worthy Sorcerer; the rest? We will see.

In the judges’ own words:
James on the common – ‘Stats, ramp, global.’
Ben on the super rare – ‘Lots of draftable Infinity Watch characters, just not sure it justifies the six cost; but it’s a fun ability.’

Drax

Common rating: Draft – 6.75 / Constructed – 4.5
Uncommon rating: Draft – 3.25 / Constructed – 2
Rare rating: Draft – 9.75 / Constructed – 9.75

General Opinions:
The good, the bad, and the outstanding. Let’s get the obvious out of the way: the global ability is ok, the stats for cost are ok on the common; the Rush ability on the uncommon isn’t worth the four cost.

Now that that’s out of the way… LOOK AT THAT RARE! Oof, pay three to lock out the purchase and fielding of a character? That was good when it was five cost, back in Avengers vs X-Men (AvX), and we had Polymorph back then. Slight wording issues aside, and the fact that it doesn’t stop God Catcher are nitpicks. This card will be on almost every competitive team in constructed. Only one of us being stingy, kept this from being 10s across the board.

In the judges’ own words:
Ben on the uncommon – ‘Not sure Rush is brilliant, but if it is going to work it won’t be at this price.’
Peter on the rare – ‘Crazy good, and a nice global to boot.’

Ebony Maw

Common rating: Draft – 6.75 / Constructed – 5.5
Uncommon rating: Draft – 4.75 / Constructed – 3.5
Rare rating: Draft – 7.75 / Constructed – 6.75

General Opinions:
A solidly good card, with some cost reduction, and good removal options. The level three side having 3 defence probably stops it being an auto draft, but you should definitely consider it. The rare also grants access to a villain maker global, something the game has been sorely lacking. It will be interesting to see if the increase in cost for the global negates its usefulness.

In the judges’ own words:
Ben on the rare – ‘This will be a card people will try out for sure, the global itself is great. Just feel that there are cards that do the main ability slightly better.’

Gamora

Common rating: Draft – 4.25 / Constructed – 3.25
Uncommon rating: Draft – 4.75 / Constructed – 4.25
Rare rating: Draft – 5.25 / Constructed – 3.25
Super rare rating: Draft – 4.5 / Constructed – 2.25

General Opinions:
Unfortunately there isn’t anything here to get particularly excited about. Out of all of the rarities the most interesting is either the rare or super rare, though both rely on abilities that no-one here at DM: United is all that keen on. Rush seems to be hard to set-up but potentially at three cost Gamora could work.

In the judges’ own words:
Peter on the uncommon – ‘Lot of hoops to jump through to make this work, but it’s pretty cool. Definitely prefer the common Collector, though.’
Ben on the super rare – ‘In constructed are you really bringing this card in the hopes your opponent has an Energize effect?’

Ghost Rider

Common rating: Draft – 6.75 / Constructed – 4.5
Uncommon rating: Draft – 4.75 / Constructed – 5.5
Rare rating: Draft – 4.25 / Constructed – 3

General Opinions:
‘Just a low-cost die with good numbers’… is a phrase that would haunt Ghost Rider throughout his time in Dice Masters. Often ridiculed and mocked the flaming biker may be back with a vengeance this time round though. Well sort of… the common offers some good direct damage in draft, and a wink to his fielding costs is much appreciated; if someone can work out how to consistently get him fielding at level three, for free, he has some potential. The uncommon as well could be interesting, and would have been an excellent counter to the ping meta of Yuan-Ti/ Ice-Man, though has perhaps shown up too late to shine. Okay fine, so perhaps Ghost Rider doesn’t quite have as much vengeance as we’d hoped, but we appreciate your spirit Johnny Blaze.

In the judges’ own words:
Ben on the common – ‘You can make him cheaper to field, and it’ll still do damage. Need a way to cycle him.’

Groot

Common rating: Draft – 5.5 / Constructed – 3.5
Uncommon rating: Draft – 3.25 / Constructed – 2.75
Rare rating: Draft – 4 / Constructed – 3.25

General Opinions:
When Groot was asked to respond to our low ratings of him he had this to say: “I am Groot”. It’s easy to see why we were offended. But I assure you dear readers Groot’s vulgarity has nothing to do with our rating. His abilities, unfortunately, just aren’t brilliant. The global could work with some set-up, but Recruit is too hard to pull off, and while preventing the first point of combat damage from each attacker is good it’s only available on a burst face. In summation, maybe Groot should spend less time talking the talk and more time walking the walk… Groots can walk can’t they? I mainly just remember him dancing in his pot.

In the judges’ own words:
Peter on the common – ‘The global can be nice if you’re running multiple characters of the same affiliation, and can help trigger Rush, but the character itself is underwhelming.’

Hela

Common rating: Draft – 3.5 / Constructed – 5.75
Uncommon rating: Draft – 6.5 / Constructed – 5.75
Rare rating: Draft – 5.75 / Constructed – 6.25

General Opinions:
Two different globals across Hela’s cards and both are great, the ability to prep a sidekick from your bag is particularly interesting as it triggers a bag reset. The globals are definitely where Hela scores big for us. That is not to say that her other abilities are not strong, just that perhaps they aren’t strong enough to justify a purchase cost of six. The common, making your opponent roll dice could be potentially very interesting, though you would need something like Tabaxi Rogue to really make use of it. The rare also has its combo potential, perhaps being able to double up on an Energize effect?

In the judges’ own words:
Spug on the rare – ‘Funky ability but not very reliable.’

Hulk

Common rating: Draft – 5.75 / Constructed – 4
Uncommon rating: Draft – 6 / Constructed – 6.25
Rare rating: Draft – 6.5 / Constructed – 4.5
Super rare rating: Draft – 6.5 / Constructed – 5.75

General Opinions:
Not a great deal to say about jolly green, other than he is as decent as always. The fist pump global (Hulk Pump Global – HPG maybe?) is always useful to have in draft, and his stats are good. The uncommon is perhaps the most interesting, being able to remove a character while attacking, but is vastly outclassed by a certain Spider-Man.

In the judges’ own words:
Ben on the rare – ‘Cool stats and a pump global for draft is good. But out of set no one is playing this.’

Iron Lad

Common rating: Draft – 6 / Constructed – 5.75
Uncommon rating: Draft – 6 / Constructed – 5.75
Rare rating: Draft – 5 / Constructed – 4

General Opinions:
Another fabulous global in a set that is full of them. It is going to be a fun puzzle trying to work out how best to trigger the global, without giving your opponent access to it, seems like Thrown Brick is the early front runner. The other abilities aren’t particularly splashy, and perhaps Iron Lad needs that to become a guaranteed starter in the competitive scene. Regardless, the global alone is worthy of attention; the lad is becoming a man.

In the judges’ own words:
Ben on the uncommon – ‘Interesting global, use Thrown Brick to trigger. Any good ways of triggering on an opponent’s turn?’
Peter on the rare – ‘If this triggered on all combat damage, I would totally dig it. Bit limited now.’

Iron Man

Common rating: Draft – 3.25 / Constructed – 2.25
Uncommon rating: Draft – 3.25 / Constructed – 1.75
Rare rating: Draft – 4.75 / Constructed – 3.25
Super rare rating: Draft – 3.25 / Constructed – 4.75

General Opinions:
Hopefully not this man though… The Robert Downey Jr of the Dice Masters universe (and by that I mean absolutely all over the place), Iron Man has had his ups and downs. This set is definitely a low point for the man in the tin box. Maybe the super rare could find a place in an Awaken team, but life gain has never been brilliant and we don’t think this is the solution to that problem.

In the judges’ own words:
Ben on the uncommon – ‘Only good on two faces, and even that goodness is questionable. Pair it up with Black Swan to gain three life if you want extra redundancy.’

Kang

Common rating: Draft – 4.75 / Constructed – 4.25
Uncommon rating: Draft – 6.25 / Constructed – 7
Rare rating: Draft – 7.5 / Constructed – 7.75

General Opinions:
A reprint of sorts of the old Mera global. This isn’t as good as that, but is in a much different meta, and as a counter to Becky Lynch, and God Catcher, Kang global is a strong contender. Out of the two rarities that have the global the rare is much more exciting; forcing your opponent to block with more than one character is an ability we have seen a lot in Dice Masters, but giving that ability to all of your characters? Could be pretty sweet.

On the surface the common, as a three cost Swarm character, shouldn’t be good, especially without the global. But with Kang’s stats, and Asuka reducing mask characters by two, the common Kang could see play.

In the judges’ own words:
Peter on the rare – ‘Great for wide strategies, not to be underestimated.’

Loki

Common rating: Draft – 4 / Constructed – 6.5
Uncommon rating: Draft – 7 / Constructed – 6.5
Rare rating: Draft – 4.5 / Constructed – 4.5
Super rare rating: Draft – 6 / Constructed – 4.75

General Opinions:
The common and rare are the most fascinating abilities, and both add some much needed control options to the meta. The rare isn’t as useful now that 3 defence isn’t the crucial number – stats have grown. The common also is a bit tricky to use, but being able to wipe a character at global speed is great, time will tell on his viability.

In the judges’ own words:
Peter on the uncommon – ‘Great ability, but hardly the kind of stats I want to see on something with a when fielded ability, would still prefer Becky and/or Rare Pip.’
James on the super rare – ‘Pipped to the post.’

Moon Knight

Common rating: Draft – 4.75 / Constructed – 3.25
Uncommon rating: Draft – 4 / Constructed – 3.5
Rare rating: Draft – 4 / Constructed – 6.25

General Opinions:
Again, like with most of the cards in this set, the rare is the stand-out. Moon Knight rare has seen a ton of pre-release buzz. The team at DM: United isn’t quite as enthusiastic, but we are glad it’s an ability that exists. Hope Summers, which copied X-Men characters saw a ton of play, so with Avengers being just as prevalent as X-Men you’d think that Moon Knight would be just as good. However, because you have to name the Avenger you are copying before the start of play Moon Knight doesn’t have the flexibility that Hope does. Along with that Hope is a three cost, Moon Knight is a five. These little changes can make a big difference – though players could prove us wrong.

In the judges’ own words:
Ben on the uncommon – ‘Possibly the best Recruit thing. At least it has stats.’

Ms. Marvel

Common rating: Draft – 7.5 / Constructed – 6.25
Uncommon rating: Draft – 3.25 / Constructed – 2.25
Rare rating: Draft – 6.25 / Constructed – 3
Super rare rating: Draft – 3.75 / Constructed – 2.25

General Opinions:
Now we are talking about a low cost die with good numbers. The common is a monster, and a must draft. There isn’t much to say about the other version of Ms Kamala Khan, so instead I’ll just list the stats you can get for a three cost shield: level 1 – 0/3/5, level 2 – 1/4/6, level 3 – 1/6/6. Chew on that!

In the judges’ own words:
Peter on the common – ‘2.73 on the Homash scale. Pretty impressive. Second-best blank card in the game after the one cost Morphing Jar.’
James on the uncommon – ‘Pales into insignificance compared to the common.’
Ben on the super rare – ‘Why couldn’t this ability also include some anti-overcrush tech, and be the perfect counter to Becky? As it is this just doesn’t see a ton of play.’

Nebula

Common rating: Draft – 6 / Constructed – 6.5
Uncommon rating: Draft – 4 / Constructed – 3.5
Rare rating: Draft – 4 / Constructed – 7.5

General Opinions:
The unwanted daughter of Thanos is a welcome addition to Dice Masters. Particularly thematic is the uncommon, who damages the player in her lust to deal damage to her opponents, though it’s a shame that 3 damage no longer cuts it with modern stats. The common could be fun paired with Macho Man who makes both players draw an extra die during the clear and draw step, but we’ll wait until the She-Hulk rare to talk about that in detail. The rare, as a mask character will also see play, with a combination of Asuka and Energy Field both being masks pushing rare Nebula to the top of a lot of people’s must try lists.

In the judges’ own words:
Spug on the uncommon – ‘Could be decent removal with a caveat.’

Pip the Troll

Common rating: Draft – 4.25 / Constructed – 1.5
Uncommon rating: Draft – 7.5 / Constructed – 8
Rare rating: Draft – 9 / Constructed – 9

General Opinions:
A large disparity of ratings as Pip makes his entry to DM. Probably fitting for a character that some fans love, and some hate. The common is a two cost which in draft can be ok, but after that this card will sit in your binder. The uncommon and rare though? Fantastic! The uncommon is a reprint of an Oracle that was a meta staple, and a much needed way to stymie all these globals. The rare in tandem with the rare Spider-Man obliterate any previous or future removal options. Low defence stats for a when fielded? Check. Guaranteed removal? Check. Thematic? Check. This is a must have.

In the judges’ own words:
Ben on the rare – ‘Doesn’t quite give you that punch, imagine this ability with like Bullseye stats. But really this ability is ridiculously good.’

Proxima Midnight

Common rating: Draft – 7.75 / Constructed – 7.25
Uncommon rating:Draft – 6.75 / Constructed – 5.75
Rare rating: Draft – 5.25 / Constructed – 4.25

General Opinions:
Similar abilities to all the Black Order characters. They were good before, and they are good here. How much would the Black Order have benefited from something that made them free to field? The common is the one that stands out mostly, great stats, and repeatable cost reduction for a three cost mean that this seems to be a brilliant addition to a Becky team, and I think that there will definitely be some testing of shield energy only teams.

In the judges’ own words:
Ben on the rare – ‘Clears out sidekicks in draft, would remove Godcatcher tokens which is good.’

Rocket Raccoon

Common rating: Draft – 8 / Constructed – 7
Uncommon rating: Draft – 6.75 / Constructed – 4.75
Rare rating: Draft – 2.75 / Constructed – 5.75

General Opinions:
If Rush is going to work it’ll be Rocket that does it. We aren’t convinced though. The common is a reprint of many a card, and an ability which has always been decent as long as the stats were good, they are in this case. The rare though has the most game breaking potential, a neutered sort of Parallax global, just in a character ability. I’m sure someone could make it work, though I am not sure how.

In the judges’ own words:
Peter on the rare – ‘Could add some consistency to Awaken teams, but is it really worth a slot?’

Sandman

Common rating: Draft – 2.75 / Constructed – 2
Uncommon rating: Draft – 2.75 / Constructed – 2.75
Rare rating: Draft – 3.75 / Constructed – 2.25

General Opinions:
Someone at WizKids clearly doesn’t like sand. It’s coarse, and rough, and irritating, and it gets everywhere… Star Wars Episode Two quotes aside, Sandman is just terrible.

In the judges’ own words:
Spug on the common – ‘Will we ever get a decent Sandman? Not here.’

She-Hulk

Common rating: Draft – 5.75 / Constructed – 6
Uncommon rating: Draft – 7 / Constructed – 4.5
Rare rating: Draft – 4 / Constructed – 5.5
Super rare rating: Draft – 4.75 / Constructed – 2.75

General Opinions:
We’ll start with the rare, and the Macho Man combo: add in the common Nebula and you are drawing five dice, making your opponent draw five dice, making them lose 2 life, and spinning a target character die to an energy face. That’s pretty fun! You do have to get three reasonably expensive dice out to do it, but in casual play I see people trying it.

‘I can see people trying it’, is actually a phrase that covers all of the She-Hulks in this set. In particular the common has some real potential for shenanigans and could be a powerful ability (though perhaps not for six). The super rare has also garnered a lot of attention, though for us at DM: United we feel that it’s ability to spin it to level one character is actually counter intuitive to her Energize ability.

In the judges’ own words:
Peter on the rare – ‘I’m going to pair this with Macho Man and cackle like a maniac, but it’s probably not great.’
James on the super rare – ‘For six? Meh. Yeah, buy Anger Issues.’

Spider-Man

Common rating: Draft – 5.5 / Constructed – 3.25
Uncommon rating: Draft – 7.5 / Constructed – 6.25
Rare rating: Draft – 9 / Constructed – 9.75
Super rare rating: Draft – 5.25 / Constructed – 7

General Opinions:
With great power comes a great yellow stripe. Ridiculously good removal is teamed up with decent stats that can be triggered every attack step, this card is scary strong and everyone here loves it so much that it is probably overshadowing the uncommon, and super rare which offer their own fun. The super rare will be an excellent addition to a team up golden age team (I mean it says it right in the subtitle), and is one you should definitely expect to see in a legacy event soon. If you see ol’ web-head in your draft pack your spidey-senses should be tingling!

In the judges’ own words:
Ben on the rare – ‘Brilliant removal, possibly the best removal tool we have ever had. Not sure there is anything missing from the card.’
James on the super rare – ‘Shenanitabulous.’

The Spot

Common rating: Draft – 5.75 / Constructed – 5.5
Uncommon rating: Draft – 6.5 / Constructed – 5
Rare rating: Draft – 6 / Constructed – 3.75

General Opinions:
It seems like the cost of the rare is clearly wrong. At a two cost both the common and uncommon are fine abilities and will be around in draft. But five for the rare just seems overpriced, especially in comparison to Pip the Troll rare which definitely removes two things. It’s not that the ability is bad, it’s just that it is overshadowed by other characters in the set.

In the judges’ own words:
Peter on the uncommon – ‘Could be useful, but is too unreliable to really work.’
Ben on the rare – ‘Not for 5. If this was a 2 cost we’d be talking very high points, so that ability is great, but I’m not paying 5 for this ever.’

Star-Lord

Common rating: Draft – 4.5 / Constructed – 4.25
Uncommon rating: Draft – 4.5 / Constructed – 3.75
Rare rating: Draft – 4.75 / Constructed – 4.5
Super rare rating: Draft – 4.25 / Constructed – 2.5

General Opinions:
Below average scores for Peter Quill across the board. His abilities are too convoluted, and the fielding costs really make him an unappealing dice to draft and to build with. At least the rare has both Rush and Energize which are two abilities that compliment each other. Explore the galaxy with someone else.

In the judges’ own words:
James on the common – ‘The more I think about recruit, the less keen I am.’
Ben on the super rare – ‘Just can’t see this being an impactful ability, you telegraph your attack step to your opponent.’

Supergiant

Common rating: Draft – 4.25 / Constructed – 3
Uncommon rating: Draft – 5.25 / Constructed – 5.25
Rare rating: Draft – 4 / Constructed – 4.5

General Opinions:
An incredibly thematic set of cards; Supergiant could be a monster. Being able to either take control, or copy a when fielded ability are both spectacular, and show off the lady of the Black Order’s mind control powers. Unfortunately for us Supergiant is also immune to most forms of physical damage, so enter the keyword Regenerate. WHAT A PAIN! Having a die that relies on being fielded repeatedly, and making that die difficult to KO is very annoying. But if your luck is right with Regenerate then this could be great. The question is, do you feel lucky?

In the judges’ own words:
Spug on the rare – ‘Why give Regenerate to a character with a when field ability??!’

Thanos

Common rating: Draft – 3.25 / Constructed – 2.75
Uncommon rating: Draft – 4.75 / Constructed – 5
Rare rating: Draft – 4 / Constructed – 3.5
Super rare rating: Draft – 6.5 / Constructed – 6.5

General Opinions:
The ultimate villain of this set is honestly a bit of a let down. Thanos in Dice Masters, much like his movie counterpart, takes ages to show up, however unlike the spectacular Josh Brolin this purple beast just isn’t as good as he should be. Cost reductions are nice, and the 9/9 stats on level 3 are brilliant, particularly when he has Overcrush, but there’s a real feeling at DM: United that we’ve seen this all before. Turns out Thanos isn’t inevitable, he’s just a very naughty boy.

In the judges’ own words:
Ben on the super rare – ‘Triggered KOs are good, so one to keep an eye on, though it will become superfluous once the new version of BEWD global comes out.’
Spug on the super rare – ‘Fun in a Black Order team, particularly with the discounts the other Black Order characters offer.’

Thor

Common rating: Draft – 4.25 / Constructed – 6
Uncommon rating: Draft – 5.25 / Constructed – 5.5
Rare rating: Draft – 4.25 / Constructed – 5.25
Super rare rating: Draft – 9 / Constructed – 8.25

General Opinions:
A god of thunder needs access to his hammer, as a result it’s always made sense to me that Thor has a bolt global that allows him to buy actions for cheaper. Thor has the same global this time, which is useful and will see some play. The common, uncommon, and rare don’t add a ton else, other than the global. But the super rare is where the lightning really strikes. At a four cost bolt the Human Torch from AvX saw a ton of play at the infancy of the game; this card amps that up, for two more purchase cost you can deal 2 damage to a target character or player. It’s by far the best super rare in the set, and is probably the best win con available in draft.

In the judges’ own words:
Ben on the super rare – ‘Maybe a little too expensive, but a hugely impactful ability, will see a lot of play if only for the global. Pairing with Instant War seems to be the go to move.’
James on the super rare – ‘We wants it.’
Spug on the super rare – ‘Field 10 characters, win.’

Tombstone

Common rating: Draft – 5.5 / Constructed – 5
Uncommon rating: Draft – 4.75 / Constructed – 4.5
Rare rating: Draft – 5.75 / Constructed – 7

General Opinions:
4 cost fielding!!! A bizarre level three face could make this a love it or leave it card. If you can get a Tombstone die which always rolls level 1 or 2 then this guy might be for you; certainly the rare is well worth a look, Intimidate is always useful with tokens in the meta, and an excellent while active ability make Tombstone a card we at DM: United will be trying in constructed.

In the judges’ own words:
Ben on the uncommon – ‘Good way to get some purchases for free, and helps offset that 1/6 chance of level 3 fielding costs, though you do get some bonkers stats for that 4 fielding.’
Peter on the rare – ‘Level 3 fielding is obviously a problem, but Intimidate + blocking two costs is really, really good.’

Turk Barrett

Common rating: Draft – 2.5 / Constructed – 1.5
Uncommon rating: Draft – 2.5 / Constructed – 1.25
Rare rating: Draft – 4.5 / Constructed – 4.5
Super rare rating: Draft – 5.75 / Constructed – 8.25

General Opinions:
It looks like the small time crook might make it to the big time! Well at least one of his cards. While the common, uncommon, and rare range from fine to woeful, the super rare offers global lovers a lot of fire power. The ability to make any mask global into the old school magic missile global can make lots of teams pretty viable. There are lots of uses for that, Static Field players pinging off an opposing Eddie Guerrero, giving Iceman players damage output, or Iron Lad ramp options. As a side note Clayface global really makes the super rare sing.

In the judges’ own words:
Ben on the rare – ‘This is great, the old school manticore that did this was pretty strong, this is cheaper than that, and gives you a small benefit to missing it. Only upstaged by its Super Rare.’
James on the super rare – ‘In the words of the great and wise Spug, it turns out you can polish a Turk.’

Typhoid Mary

Common rating: Draft – 3 / Constructed – 2.5
Uncommon rating: Draft – 7.25 / Constructed – 6.25
Rare rating: Draft – 9 / Constructed – 9

General Opinions:
Probably boring me saying this again, but wow the rare is great. This is in spite of a lacklustre primary cost reduction ability, which needs more Hand characters to be meaningful. A tempered version of the best card we’ve ever seen in Dice Masters (everyone’s favourite Shriek). But let’s move past the rare, and focus on that green stripe. Sneaky, sneaky Typhoid Mary, being able to field sidekicks from the used pie has been great, and though the timing of when attacks isn’t perfect this card could be handy (sorry about the pun). Imagine having the super rare Thor out in the field and attacking with Typhoid Mary on a burst face, that’s 4 damage and they have to deal with an attacking 4/5. Fun.

In the judges’ own words:
Peter on the common – ‘Get a four cost lost in your bag to field a two cost?’
Spug on the rare – ‘Will become ubiquitous.’

Wong

Common rating: Draft – 8.75 / Constructed – 7.25
Uncommon rating: Draft – 6.5 / Constructed – 5.25
Rare rating: Draft – 7 / Constructed – 5.5

General Opinions:
DM: United love a good Wong. He’s got great stats for a bald fella, and at a two cost he’ll see a ton of action. Whether that draft success will translate to constructed stardom we are less convinced. I think there is a good comparison between this Wong and Justice from the Civil War set – a must have in draft to win, but that didn’t translate into any constructed play. We’d also be remiss if we didn’t point out that the ability of the rare only works on level two and three, because level one has no fielding costs.

In the judges’ own words:
James on the common – ‘Mystics Attune aggro?’


BASIC ACTIONS

Anger Issues

Draft – 6.75 / Constructed – 6

General Opinions:
A very solid card, particularly now that Jerry Lawler global exists, and we like a good pump global at DM: U HQ. At a four cost it’s just slightly out of reach for ultra competitive, but it’ll see play in all other formats.

In the judges’ own words:
James – ‘I have fond memories of this card with Wolverine: The Best There Is, and the pump global’s nice, but it’s a little overpriced.’

Besmirch

Draft – 7.5 / Constructed – 6.5

General Opinions:
The first card in Dice Masters that has an ability on every single face. If it was a three cost it’d be amazing – blanking is strong. Like with Anger Issues the four cost is a bit prohibitive, and probably not quite beneficial enough.

In the judges’ own words:
Peter – ‘The first die that has an effect on all of its faces. Points for novelty and utility, but it’s a bit pricey and I wish it would blank a card rather than a die.’

Big Entrance

Draft – 5.25 / Constructed – 2.5

General Opinions:
A good beginners dice, but one that can encourage players to over fill their bag. They’ve done well to clean up the text, and make it clearer, but that doesn’t make the text worthwhile. Outside of the Guy Gardner rush teams of old we’re just not sure where this card fits in the meta.

In the judges’ own words:
Peter – ‘Might help enable Rush in draft.’

Counterstrike

Draft – 7 / Constructed – 6

General Opinions:
Cheap, and with all these affiliations in Infinity Gauntlet it’ll potentially be even better. A solid choice.

In the judges’ own words:
James – ‘Prep global, but Xanathar is better.’

Focus

Draft – 3.25 / Constructed – 2.75

General Opinions:
It’s good to have a way to spin characters up and down at speed, and the global might make its way onto Awaken teams. Not much else to get excited about though.

In the judges’ own words:
Peter – ‘Is this the only in-set way to spin your dice up?’

Inspiring

Draft – 3 / Constructed – 4

General Opinions:
An interesting if unspectacular piece. Definitely too expensive for what it is.

In the judges’ own words:
Ben – ‘Maybe there’s something here in constructed; give Poxwalker bigger stats?’

Investigation

Draft – 9 / Constructed – 6.25

General Opinions:
Brilliant in draft, but too unreliable outside of that. It really is one of the best ways we have in modern to churn through the bag, but we’ve all experienced setting up the perfect two dice draw, only to roll the exact opposite of what you want.

In the judges’ own words:
Spug – ‘Ramp!’

Nefarious Broadcast

Draft – 4.5 / Constructed – 7

General Opinions:
An excellent way to blank your opponent’s global usage on your turn, could be a way to turn off Static Field outside of Eddie Guerrero. I can see it as a definite way to trigger God Catcher as a second basic action alongside Under Surveillance. People will also use this instead of the Teenage Mutant Ninja Turtle version because of the art work.

In the judges’ own words:
James – ‘Anti-Static Field etc, unaffected by Blob.’

Pizza

Draft – 5 / Constructed – 5.25

General Opinions:
It’s nice to have a one cost basic action with Clayface global around. Life gain definitely isn’t brilliant, though buying this as an option to gain some life – maybe to ensure that God Catcher has to hit three times, could be fine. It’s outstanding art work as well, so for that fact alone it will be a pleasure to have on the table.

In the judges’ own words:
Peter – ‘Love the art and the cost, but not very useful.’

Poker Night

Draft – 1.25 / Constructed – 1.25

General Opinions:
Big no from the DM: United crew unfortunately.

In the judges’ own words:
Ben – ‘You can make your opponent roll dice which could be ok?’
James – ‘Pointless bollocks.’

Power Surge

Draft – 5.25 / Constructed – 3.5

General Opinions:
This is definitely not as strong as Anger Issues, only granting Overcrush on the burst faces is detrimental, though at least it gives the option of a bolt pump.

In the judges’ own words:
Peter – ‘Would have been interesting if Morph was still around, but pumping your field for one with a minor chance of giving two characters Overcrush is not worth it for four. Global’s useful but also found on better cards.’

Rally

Draft – 8 / Constructed – 6.5

General Opinions:
A card that the Dice Masters creators had at one point considered banning because of its power. Instead they fixed the transition zone rules, which decreased the strength of this card quite a bit. Still, thinning your used pile can be good, and is worthwhile using in draft.

In the judges’ own words:
Peter – ‘Sadly doesn’t count as fielding, but great for culling.’

Retribution

Draft – 7 / Constructed – 5.5

General Opinions:
The best thing to say about this card is that it is usable and easy to purchase, which means that in draft it will be fine. In constructed the global will be useful as a way to stop the force block global. It could also be an interesting include on a Bobby Hennan team, ensuring that you can get a bit more chip damage in.

In the judges’ own words:
Peter – ‘Global’s good, actual action? Not so much.’

Surprise Attack

Draft – 6 / Constructed – 2.25

General Opinions:
What could be said for Retribution could be said for Surprise Attack – usable and purchasable. But without a global this won’t translate into a card that will be around a ton – though I’m sure they’ll keep printing it.

In the judges’ own words:
James – ‘Still not good out of set, even on the fourth attempt.’

True Believer

Draft – 7.25 / Constructed – 5

General Opinions:
Our third two cost in a row. This one is probably the best purchase, being able to attack, and then pump whichever character isn’t blocked is good, and i’d like to see this on a rare Kang team. The global can also be used as a means to avoid the force block global.

In the judges’ own words:
Ben – ‘Interesting global, and easy pump.’

Villainous Pact

Draft – 9 / Constructed – 9

General Opinions:
Saving the best action for last. A brilliant global, and a devastating action if used right. Just be careful that the action isn’t more useful for your opponent than it is for you. Bring a cheap villain.

In the judges’ own words:
James – ‘One of my favourite BACs is back 🙂 Just make sure you have some villains.’


And that’s it, phew! A monster review, and the biggest set ever. If in doubt the motto is: ‘Play the yellow stripe!’

(Editor’s Note: Huge thanks to Trubie for sharing the photos from the Dice Coalition teambuilder).

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