Since the inception of Dice Masters, we have seen multiple collectible sets largely surrounding the comic book universe, but it has also dipped into anime and board games with the Yu-Gi-Oh! and Dungeons and Dragons sets.
In this article, we will we talking about the overall best cards from the original Avengers vs. X-Men set. There are lots of things to consider when taking into account the abilities of the different characters: the damage they can deal to your opponent, to dice that you can gain from having them in the field, to just purely how much they can annoy your opponent and change their game plan.
So without further ado, let’s kick off our Top 10 Dice Masters AvX Cards.
NUMBER TEN: Loki – Gem Keeper
This card is fantastic for one reason only, and that is that his ability allows you to block your opponent from fielding one single character. While that ability doesn’t sound that strong, if you can lock down their best character, it takes an awful lot of work to get Loki off the field, as his defence stats are 5, 7, and 8. Sure, only using the Ant-Man global ability (it swaps a character’s attack and defence if you pay a fist) from the Uncanny X-Men version of Dice Masters makes him viable in an attacking standpoint, but with this iteration of Loki, all you want to do is sit back and watch your opponent try his hardest to unlock his character.
NUMBER NINE: Beast – Mutate #666
One of the most important things you need in a team is the ability to churn your dice. If you are pulling four dice from your bag, the chances are that you won’t be able to buy a six cost character like Hulk. The best way to be able to ensure that you have more dice is to have a character who will let you draw more dice from the bag before your next roll. Beast is one of those characters, and at a two cost to purchase, is extremely easy to get out on the field quickly. Having Beast in the field will mean that any time Beast blocks, you get to draw a dice and place it into your Prep Area for your next roll. This can be used multiple times, so if you have two Beast dice in the field, and your opponent attacks, you can block with both and draw two dice from your bag. It makes buying those more powerful characters a hell of a lot easier.
NUMBER EIGHT: Angel – Soaring
The biggest part of being able to win a game is to be able to deal damage to your opponent, and that’s what Angel is great for. The ability on this card is that whenever you use an action, Angel cannot be blocked, and for a character that would most likely have three attack power, it’s pretty good. Of course, this can be boosted by global abilities, or even action dice themselves. At a two cost for purchasing, Angel is cheap enough to buy multiple dice for, and can really deal damage once out in force.
NUMBER SEVEN: Spider-Man – Webslinger
This card is just great for a win condition. If you pay a fist, all your opponent’s characters must block Spider-Man if able. By the time you get Spider-Man out into the field (he’s a five cost purchase), you will have likely already dealt some damage to your opponent, and if you team him with some characters who have decent attacking stats, chances are having Spider-Man in the field will end up turning into a one hit kill once you attack.
NUMBER SIX: Venom – Angelo Fortunato
The rare version of Venom is a truly devastating card if your opponent doesn’t have many fist characters in their team. Angelo Fortunato, once fielded, will leave your opponent’s non-fist characters with -2A and -2D. It essentially nullifies the damage that characters like Punisher, Angel and Hawkeye can do, and makes much more threatening cards like the “If Looks Could Kill” Cyclops card look comparatively weak. If used correctly, this card can really be damaging to an opponent’s team, and will force them to change their strategy for the entire game. The only downside to Venom is that he has a global that allows him and all your fist characters to be spun down one level.
NUMBER FIVE: Human Torch – “Flame On!”
Most people would pick Johnny Storm for this slot, but the problem with Johnny is that you are forced to deal one damage to a character and player, whereas with “Flame On!”, you are allowed to choose between character and player. This can be especially useful for playing against Hulk, who has become one of the more popular cards in the set, as you do not have to trigger his ability and can focus the one damage on a different character. Of course, if your opponent does not have Hulk, you have free reign to target the opposition player as much as you like, and with only twenty life your opponent has to think quickly on how to rid themselves of the constant direct damage that Human Torch deals them.
NUMBER FOUR: Hulk – Green Goliath
Once in the field, Hulk can ping damage to all of your opponent’s characters, which needless to say, makes it a lot harder for your opponent to keep all of his characters in the field. If on his highest level, Hulk deals two damage to all of your opponent’s characters once either you or Hulk take damage, but if Hulk is on his first or second level, he will deal three damage per strike on him or you. It would completely wipe the board of characters like Black Widow and Hawkeye, while largely taking care of Beast, Wolverine, Green Goblin and Gambit (unless they’re on their top level). The best thing about Hulk is that you can almost relentlessly attack with him due to his high stats, as very few players will want to take 6, 7 or 8 damage. A six cost to purchase, but incredibly worth it.
NUMBER THREE: Colossus – Piotr Rasputin
Truly, truly a game changer. This card is the reason the seven cost Cyclops has not seen any love in this list. If you’re going to purchase a seven cost character from AvX, it really should be this one. At the end of your turn, you get to deal two damage to your opponent for every level two or three character that you have fielded. Needless to say, that’s pretty devastating, and if Colossus is in the field for three turns and you’re still alive, you’ve done well. Of course, you’re just going to lose on the fourth turn, but consider yourself lucky.
NUMBER TWO: Green Goblin – Gobby
The first super rare card on the list, and what a card it is. This card is good enough for you to base your entire strategy around him. When Gobby is fielded, you deal one damage to your opponent for each sidekick you have fielded. If you roll enough sidekicks, it makes Gobby incredibly painful to try and deal with. The only problem with Gobby is that you need to roll sidekicks to be able to make him work. While that usually is the case and you will, it’s just an extraneous factor that makes him that little bit weaker than the number one.
NUMBER ONE: Black Widow – Tsarina
Tsarina, at a two cost purchase, is far and away the best card in the game. In most fashions, she can win the game on her own – this tactic is even called a “Tsarina Rush”. Every time you attack with Black Widow, your opponent must spin down one of his characters or take two damage. If you unrepentantly push forward with Tsarina and attack with multiple dice on every turn, your opponent will not be able to field enough characters on high enough levels to block the damage that you can hit them with. The slight downside to Tsarina is that she does have fairly low stats, with her top level at 3A and 3D, so this card is fairly easy to knock out once blocked. Also, if you don’t pull this Black Widow from a pack and decide you need it for a team, you’ll have to pay the best part of £45 to do so.
There were many cards that were sadly left out, such as Cyclops – If Looks Could Kill, Storm – Wind Rider and Wolverine – Canucklehead/Formerly Weapon Ten, but those are the breaks in a list of the top ten. While this is a guide of cards you should aim to have, there are many ways to win a game. My best advice to you would be to find cool combos that you can do between cards, and we at Vexoid will advise you more on that later.