Justice Tier List
By Lucan O’Neal
Tier System:
Tier 0-1: Very powerful, will be seen on many a team in World level events. The “meta” cards
Examples: Shriek: Sonic Beam, Yuan-ti Pureblood: Epic Humanoid, or Kree Captain: Lost Purpose
Tier 1-2: Powerful and useful, may show up at a World level event but isn’t strong enough to be on a lot of teams
Examples: Katana: Bushi, Hawkgirl: Shiera Sanders, or Valindra Shadowmantle: The Right Hand of Szass Tam
Tier 2-3: An outside possibility of showing up at a world event, although that would be highly unlikely. Often times these cards will have niche uses or stronger alternatives.
Examples: Marvel Girl: Humanity, Adam Warlock: Standing Watch over Infinity, or Acererak: Terrifying Lich
Tier 3-4: Almost definitely won’t show up at world’s level event, has better alternatives, and is lacking in several areas.
Examples: Thing: Ever-Lovin Blue Eyed, Orion™: Astro-Force Powered Harness, or Zatanna: Zatanna Zatara
Tier 4-5: Works as a drink coaster
Examples: Primaris Redemptor Dreadnaught: Hail of Fire, Hulk: Primal Fury, or Vixen: Mary McCabe
Keep in mind, these numbers could very well change in the future when these cards hit the table or when future sets come out.
Visit the http://dicecoalition.com for bigger pictures of the cards
Column #1: Card Column #2: Rank Column #3: Reasoning
Aquaman:
Son of a Lighthouse Keeper Rank: 1.7 |
Strike is a new keyword coming out in the justice set, and while seemingly really powerful, I have my doubts. It seems kind of hard to trigger, and it only lasts for a turn, although the ability on that turn is something to be feared. Best case scenario, this card finds itself on a quick rush shield team, worst case scenario, it could collect dust on a shelf. It could really go either way. | |
Aquaman:
Saving the Seven Seas Rank: 2.7 |
I really like this ability as nothing like it has ever been in the game before, but it is also problematic because generally speaking, you don’t want character dice on character faces going to used. Additionally, life gain has just never been a great option. The best use for this would to gain life for dice that are named by rare blob going to the used pile, or dice that don’t want to go in the field because of green devil mask. However, there are better blob counters and better green devil mask counters. | |
Aquaman:
Arthur Curry Rank: 2.0 |
Back when this card was released in justice league, it didn’t make a huge splash, but with all the new justice league characters who are really powerful in this set, I have high hopes for this card, especially for the local scenes. However, for world level events, this card just isn’t worth 3 energy. Remember it will reduce the cost of your opponent’s JL characters too! Per ruling. | |
Batman:
Consumed by Regret Rank: 4.8 |
This card is drink coaster. In World’s Finest, we had a four cost batman with an ability that wasn’t harmful to you, and had the same stats, and it wasn’t extremely popular, although I liked it. We also had the promo batman that was part of the animated series set, which I love. It costs four, has better stats, and a super solid ability to boot. Give that one at shot!
Trash this one. |
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Batman:
Can’t Trust in Luck Rank: 4.1 Batman: The Smart One Rank: 3.0 |
This one is another drink coaster, expensive to buy and field with a ramp option ability that is average at best.
No thanks. Again, expensive to buy, expensive to field, unremarkable stats, but unlike its counterparts, it’s not totally useless. It gives a solid +1A +1D which is alright, and makes a team which is all around hard to field one cheaper to field. It has its place in a casual event, but most likely won’t be seen at competitive events. Could be very useful on a Justice League Team. |
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Bizarro:
Less Than Perfect Rank: 0.8 |
While the ability is unremarkable for a seven cost purchase, this global is great. Back when Kal-El had it in World’s Finest, I loved this global. We saw the power of uncommon Fenthaza at Worlds from Shadowmeld, imagine what you could do with this on command. It can turn defensive pieces into offensive pieces, and when paired with Magic missile, serves up some solid removal. Watch out Blob and Collector. | |
Bizarro:
More than a Monster Rank: 4.7 |
My opinions on strike are summed up pretty accurately on the Aquaman description. For 3 or 4, the ability is pretty solid, but for 7, it’s just too restrictive. | |
Black Manta:
Hate Itself Rank: 2.6 |
Has a solid ability for casual play, especially when paired with Casey Jones’ global, but doesn’t serve a super important purpose in the competitive scene. Also, Arnim Zola is better in pretty much every way. | |
Black Manta:
Beyond Rehabilitation Rank:3.1 |
Topping off at 1,5,5 is pretty solid, but not great enough to warrant a purchase cost of 3. Could be solid in a draft, but in a larger pool of cards, this one doesn’t stand out in any way. | |
Black Manta:
Super Villain Rank: 2.9 |
He’s got great stats for a two cost, but isn’t super remarkable when compared to other two cost fists. At least they thought hard about his subtitle. Could be useful to fabricate or Malekith to spin up a villain with awaken. | |
Brainiac:
Get Inside Your Head Rank 1.7 |
His stats aren’t great, and he costs five, but I have high hopes for this card. He may be competing with cards like Bishop and Sp//dr for the 5 cost control card slot, but with the rise of villain teams, justice league teams, and avengers teams, and whatever else comes crawling out when they reprint teamwork, I think this card is promising. I also like the artwork. | |
Brainiac:
Enemy of Every Living Thing Rank: 4.8 |
Unlike his counterpart, this guy is trash. He has a when KO’d ability that has a 50% chance of doing nothing. Also, he has bad fielding and purchase costs. | |
Clayface:
Matthew Hagen Rank: 4.9 |
This card isn’t very good because, since when attacks abilities stack, you are probably better off buying another die from that card than buying a six cost. You could at least steal your opponent’s “when attack” abilities… but your opponent can play around that.” At the very least, the art is pretty awesome. | |
Clayface:
Treasure Hunter Rank: 2.6 |
It reads pretty trash, but when paired with the Primaris Aggressor Global, if they have hardly any characters out, you attack with a huge field and win, and if they have a huge field, slap dimensional door on clayface who now has gigantic stats. What holds this character back is that characters like fixit, (common or uncommon) do the big beatstick job better. Nevertheless, I have a soft spot for this card. Discourages opponent from building a wall. | |
Clayface:
Restless Rank: 0.9 |
A facsimile of the ring global is back, just for a mask instead this time, as well as the fact that you can do it on your opponent’s turn, which is huge. Unfortunately, however, you can’t turn to a sidekick face either. While taking a lot of precision, the ring resurrection engine can really speed up your game if you know how to play it well. This global is great for versatility or speed or both, and I love it. Lastly, the die itself can serve as a secondary win condition if your opponent has locked you down. | |
Gorilla Grodd:
Stronger than You Rank: 3.5 |
It’s not a bad win condition, but to win just with this would take a while. I do appreciate the strike – callout combination, but there are better six cost beatstick wincons out there than this. | |
Gorilla Grodd:
You Can’t Fight Me Rank: 2.0 |
This is a fun one. Ever since the start of dice masters, I’ve always appreciated mass force attack cards like Toad or Spectre. However, I like this one more for it’s synergy with the common Talia Al Ghul which negates Gorilla Grodd’s forcing you to attack until you have lethal on the table and you flip her. In the meantime, your opponent has no control pieces in the field, you made them all attack. | |
Gorilla Grodd:
Scientific Genius Rank: 3.6 |
This card suffers a lot from just having better alternatives. When it comes to punishing the opponent for attacking, phantom stranger does it better, and when it comes to having bold force attacks removal, the other gorilla grodd does it better. Would be good on an over crushing team with more than 2D. |
Unavoidable Table Break
Green Lantern:
Fearless Rank: 3.7 |
This card will never be dealing more than three or four damage to your opponent tops, and there’s probably not room on your attune team for this guy. Because it’s a “when attacks” ability you can’t load up on masks and cheap actions to abuse this too bad… only one instance. Might pair well with SR Yuan-Ti. | |
Green Lantern:
Human Rank: 0.8 |
This card brings back memories of the rare lantern ring, although this is a lot more balanced. It costs five, and works only with justice league characters, but is still really good. This card is a large part of what makes me think justice league teams are powerful. However, it does have some serious competition from Green Arrow: No Fancy Ring | |
Green Lantern:
Ring from Abin Sur Rank: 3.9 |
It has attune which is pretty good, although it does cost six. The second part of the ability is not too useful as it’s only “when fielded” and paying his fielding costs reduces the power of that abilities. | |
Hall of Doom:
“Edgy *Coughs* … I mean Base of Operations” Rank: 2.2 |
I really do appreciate the Legion of Doom synergy and with this card they could be an actual win condition. It’s better in golden when you can use cards like the old black manta but with all of the new cards in this set, it still shows promise. | |
Hall of Doom:
Headquarters Rank: 2.7 |
It could speed up a LOD team just a little bit, although its counterpart is a little bit better if you ask me. The big problem with it is that it says at the end of turn. Most of the time, I’d make the argument that Misdirection is the better choice, especially considering that it is not LOD specific. | |
Lex Luthor:
Man of More than Ambition Rank: 4.2 |
This ability could totally backfire on you and put a very valuable die (even a action of a villain team) in the used pile. If it put a villain into the field, it might be worth it, but as is, I don’t think the meta has room for a high risk, low reward card like this. | |
Lex Luthor:
Leader in World Politics Rank: 3.3 |
Most teams don’t buy more than 1 action and 1 character per turn, but I could see how this would be a solid Yuan-Ti counter. However, with mimic, it’s not uncommon to see yuan-ti dealing 8 damage at a time with a single purchase, or action played. All your opponent needs to do is buy or play an action, and your four cost has become useless because they will KO it. There is no way this card will live up to the hype. Hurts weenie rush Big Entrance teams. | |
Martian Manhunter:
A Manhunter Rank: 3.7 |
Paying six for strike is a bit overpriced, and the other ability doesn’t work particularly great with strike. This card leaves a lot to be desired. Still likely to clear a couple guys off the field later in the game. | |
Martian Manhunter:
Endless Abilities Rank: 1.1 |
It doesn’t take a genius to see that this card is amazing. My only big criticism of it is that your opponent can play around it by not fielding villains, and if you must use danger room to give your opponent villains, Black Canary: Flower Shop Owner is a better alternative. However, such an easy opportunity to give your whole field overcrush can never be overlooked. Keep an eye on this one. | |
Metallo:
John Corben Rank: 4.2 |
It’s expensive, and Jubilee SR from X-Men does a much better job of this sort of ability. | |
Metallo:
Cybernetic Body Rank: 3.9 |
I know I keep on saying that I have high hopes for the Justice League team, and that fielding characters is really strong, but this is too expensive, and there are better justice league counters in this set, namely Brainiac, or Metallo’s six cost version. | |
Metallo:
Heart of Kryptonite Rank: 3.5 |
This card is solid if you’re running a LOD team, and anticipate seeing Justice League teams at the event you are going to. Justice League as a whole have pretty high fielding costs, and so, this could be crippling. This card’s downfall however is it’s high purchase cost. | |
Parasite:
Maxwell Jenson Rank: 0.5 |
I see this card being put to great use with the poxwalker that is unblockable when attacking alone, or Ant-Man/Common Yuan-Ti. With big entrance, it would be easy to get a lot of these in the bag and then just attack with pox walker a few times. The best part about this ability is that Parasite will stay in the field after the attack goes through. | |
Parasite:
Consumed by What We Do Rank: 1.7 |
This card is great because it fields, most likely KO’s a shriek, and is just really simple. It’s in the same vein as the uncommon rocket raccoon, good basic removal. | |
Parasite:
Human Atomic Furnace Rank: 2.0 |
I see this card being a lot of fun, because stealing your opponent’s win condition and making them angry is always a lot of fun. Unfortunately, this card doesn’t work with shriek or blob, because you can’t copy a when fielded ability when fielded, might release a character from Blob or Shriek’s grip for a turn though. | |
Poison Ivy:
Criminal Because of love Rank: 1.6 |
It’s not a perfect board clear, but it will get rid of a lot of control pieces and sidekicks. What I like about this card is that you can use the Zatanna global to spin it up in you reserve pool to field it on level three for certain (or UC Scarlet Witch from XFC). Then using Poison Ivy’s ability, you KO her, and deal three damage to the opponent and all their characters. Best of all it doesn’t even have to be her that gets KO’d… make it a “when KO’d” character and go for additional shenanigans! | |
Poison Ivy:
Let Spring Come Rank: 3.4 |
This card, while cheaper than the five cost is not as good because it relies on chance to a certain degree, and it doesn’t cycle itself. It suffers from better alternatives. Could be good on a lean Collector, Create Food & Water Team. | |
Poison Ivy:
A New Leaf Rank: 1.9 |
The card itself isn’t super useful, but I do like the global. At the moment, it isn’t super great because people don’t often need more than one of a die. However, this card might be super powerful in a different meta. Another brutal global to abuse with Common FUS Beholder. |
Scarecrow:
Fear Based Gasses Rank: 2.9 |
Agent Carter had a similar ability, and she didn’t see much play. However the shield ring team showed players to never underestimate the power of sending to the used pile! The big problem here is that it affects you as much as it affects your opponent. | |
Scarecrow:
Professor of Psychology Rank: 1.5 |
At the moment, doing stuff with sidekicks is pretty meta, especially considering the value of cards like PXG, Mimic, or Jubilee. Pairing this with Valindra Shadowmantle will set up your opponent for a nasty surprise! | |
Scarecrow:
Chose Poorly Rank: 0.8 |
Whenever you see a card starting with, “when fielded, name an opposing card, replacing all previous choices. While ____ is active…” you ought to give that card a look. This scarecrow is no exception.
It can really shut down someone’s win condition if it is an expensive win con, or if it is a cheap little weenie team relying on a lot of one character die. At the very least, you will always break even on this purchase, because if your opponent shrieks scarecrow, they paid three for that shriek, and if they bought right through your scarecrow, they still paid three extra for it. |
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Solomon Grundy:
Cannot Be Killed Rank: 3.6 |
5 is too much to pay for strike, especially when there is strike out there for cheaper. | |
Solomon Grundy:
Rot of the Swamp Rank: 3.0 |
The ability is restrictive and the character just costs a lot to field, and even more to purchase, making it undesirable as a “when fielded” ability. | |
Superman:
Bulletproof Rank: 4.8 |
How is this in any way shape or form useful, especially considering some of the other villain counters in this flight of sets? Stops over crushing villains… but too expensive. | |
Superman:
From Krypton Rank: 4.1 |
Six is too much to pay for strike. Also there is a TFC of 6. | |
The Atom:
Professor Rank: 2.5 |
This is a nifty awaken ability, and could be fun when paired with common jubilee and mutation. However, two damage is not enough for this card to find itself in the competitive scene. | |
The Atom:
Less Than Nothing Rank: 4.4 |
This is literally just amplify. Folks rarely use amplify. I would buy this if it cost two, but four is an unreasonable amount to pay for such an ability. | |
The Atom:
Experiments in Matter Reduction Rank: 4.6 |
So it’s a limited version of the polymorph global that I have to pay four for? No thanks. | |
The Flash:
Always Fast Enough Rank: 2.1 |
Flash has always been notoriously terrible in the past, and it is refreshing to see a decent Flash. The fielding cost will most likely always prevent Flash from being great, but considering the popularity of attune, this card could be useful. | |
The Flash:
Can’t Stop Rank: 3.0 |
Four is fair price to pay for strike, but that fielding cost is hard to swallow. | |
The Flash:
No Shadow Rank: 4.6 |
When would this be more useful than the other cards that do similar things like the uncommon Yuan-ti? | |
The Joker:
Not Funny Anymore Rank: 2.3 |
The problem is that when you use this card, the ability is in your opponent’s hands. Two damage is not enough to seriously discourage anybody from fielding their characters, and I’d much rather prevent my opponents from fielding characters with blob than slightly discourage the act with joker. Nevertheless, this is a solid little ability that you’ll probably get a few damage through with. Puts the hurt on mono energy teams (looking at you Green Lantern: Human) | |
The Joker:
New and Shiny Rank: 1.9 |
It’s sort of similar to gadgeteer, but it can do non-continuous actions, allowing you to pair this with all sorts of nefarious actions. | |
The Riddler:
Creature of Pure Pride Rank: 0.8 |
This paired with green devil mask, primaris aggressor, and instant war is a serious threat. Fist you clear the field and deal a ton of damage to boot with GDM, and then you barrel through with your whole field with the help of the Primaris Aggressor Global.Out of all of the new cards, this is one of the ones I am most excited about. Also punishes teams that use Spot, Investigate or FBD Global. | |
The Riddler:
Solved the Mystery of World Hunger Rank: 3.7 |
Nothing about this card really stands out or interests me in any way. For the most part, this seems to fall solidly in that group of mediocre cards that will never leave the shelf. Could be really fun on a creative “when KO’d” team brew. Force some bad choices. Very pricey however… | |
Toyman:
Play Dead Rank: 3.8 |
Since its your opponent who chooses, if they bring static field, then they put that trash die in your used pile, and clog your bag. I guess if you’re running an attune team, and you just want actions, this has its place, but even so, you’re probably better off just buying another action instead of this guy. In any case, attune teams like to keep a lean bag too, so yeah, this doesn’t really have a place in the meta. |
Unavoidable Table Break
Toyman:
Boy Genius Rank: 4.9 |
Other cards in this set have lower purchase and fielding costs, better stats, and they have abilities. Don’t use this guy unless you just really need a cheap legion of doom character. | |
Toyman:
Killer Toys Rank: 2.0 |
This is like a combination of Carmine Falcone from World’s Finest, and any attune character. He’s not bad, and his stats fit a when fielded ability, but for four, I think it’s asking for too much | |
Watchtower:
JLA Headquarters Rank: 1.8 |
As I’ve said many times in this tier list, Justice League is gonna be strong once this set drops. This paired with Green Arrow: No Fancy Ring is going to be very powerful, and +2A +2D is a lot. It’s downfall is that it doesn’t have an affiliation maker like Avengers ID card, and Justice League characters already have high stats. So this might be a little bit over the top. | |
Watchtower:
JLA satellite Rank: 2.9 |
There are much better alternatives for ramp in this game, and one such example from this flight of sets is Atlantis: Wealthy Kingdom. | |
Watchtower:
Watching Earth Rank: 2.0 |
Personally, I prefer the promo Batman that KO’s a character with fielding cost 0 when fielded, but, this might be really good too. The timing of it might be tricky to manage, but there is definitely potential with this card. This is the kind of card you’d like to pair with that Joker… if only he were JL and not a villain… | |
Wonder Woman:
Piece of Clay Rank: 1.7 |
I think three is a good price to pay for strike, for the rest of my thoughts on strike, see what I wrote for Aquaman: Son of a Lighthouse Keeper. | |
Wonder Woman:
A Gift Rank: 3.8 |
While it does provide some versatility with the wild energy, four is still way too much to pay for such an ability. | |
Wonder Woman:
Amazon Ambassador to the World Rank: 4.6 |
In no way is this any better than Wonder Woman: A Gift. | |
Betrayal:
BAC Rank: 0.9 |
When this card hit the table back in Spiderman, it made quite the splash, when One Against Many (which is pretty similar) hit the table, it was also very meta due to how well it paired with Ultraman. Now we have Morph, and this will pair incredibly with Morph.
If you could roll this and Doom Lance on the same turn it would be a mean one two combination. |
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Doom Lance:
BAC Rank: 0.2 |
Foetid Bloat Drone is one of the most popular cards from the Warhammer set. This gives his ability to anybody, and also gives them 1 damage to your opponent for each character that gets KO’d this way. Put this on a deadly character like Grey Hunter: Son of Russ, and you’ve got yourself a team.
Morph works really well with this too. Even Static Field can’t counter it fully. This card might be the best of this set. Players might start putting deadly characters on their teams in anticipation of this card being on an opponent’s team. Not sure the life loss will work with deadly… deadly states characters are KO’d “at the end of turn” this says “when an opposing character die is KO’d THIS turn, its controller loses 1 life.” – In set pair with fast, deadly Negative Man. |
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Energy Field:
BAC Rank: 0.9 |
This card has a solid ability that might be useful depending on the situation, but where this card really shines is with awaken teams. It has the Mutation/Polymorph Global, which is crucial to the functionality of awaken teams, and the ability itself can come in handy in a pinch, that is if you don’t mind spinning your opponent’s pieces up. | |
Excessive Force:
BAC Rank: 2.4 |
It’s been in the Game since Warhammer, but doesn’t see much play largely due to the cut and dry aspect to its ability. That being said, it is a solid little card being able to KO most of what would annoy you in this game. Lastly, a lot of teams benefit from a bolt pump global so keep that in mind. | |
Investigation:
BAC Rank: 0.3 |
One of the most popular forms of ramp in this game is Spot – Investigation ramp. Ever since this card came out in Thor, I see it most weeks at our weekly tournaments. It’s simple, consistent and well rounded. Also, it works really well with attune teams. | |
Ping:
BAC Rank: 2.4 |
This a poor man’s thrown brick. The thing that makes thrown brick so powerful is its consistency, seeing as it keeps coming back. This only has a 50% chance to come back, and that’s assuming you roll the burst face. As long as Thrown Brick exists, I don’t see much in this card. | |
Power Almighty:
BAC Rank: 1.0 |
This card is going to be a lot of fun. Prep a die for every sidekick and every level three character, and also, it spins your characters up which is always useful. I foresee this being a serious contender in the field of ramp. The only problems with it are that it doesn’t really start going for a few turns, and since it works so well with sidekicks, it finds some serious competition in the form of the common Mimic. | |
Static field:
BAC Rank: 5.0! |
I HATE STATIC FIELD!
But in all honesty, this card deserves a 0.2, but I hate it so much that my pride would never allow me to give it anything less than a 5.0. Also, since they keep on reprinting this card, much of its glamour is lost on the community. |
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Stretch:
BAC Rank: 0.9 |
Manipulating your bag well is becoming increasingly important, and being able to rig your bag perfectly can never be underestimated. One example of this power would be with Cake. Put all your sidekicks into your bag, then play Cake and prep a load of dice. The global helps perfectly rig your used pile & bag as well, which synergizes with the action. | |
Suffering and Satisfaction:
BAC Rank: 4.5 |
Can we end Justice on a high note after all of these great cards? Unfortunately, we cannot. This card saw little play when it was released in Civil War, and I anticipate that the community will react the same way now. |
Doom Patrol Team Pack Tier List
By Lucan O’Neal
Beast Boy:
Shape Changing Rank: 4.6 |
The stats are remarkably unremarkable, the ability is more or less out of your hands, and even if it does trigger, it might not even do anything. I’ve long been of the mind that aftershock is a hard keyword to make good. | |
Beast Boy:
Metamorphosis Rank: 1.5 |
I think this Beast Boy has potential because he reminds me a lot of Elf Thief from Faerun Under Siege. That card was on more than half of competitive teams during its heyday. The meta then favored elf thief (whose ability was a little better than Beast Boy’s) more than the current meta favors Beast boy, but the ability is still pretty strong. | |
Beast Boy:
Green Giveaway Rank: 2.8 |
At least this one costs 3 instead of four, and has a when attacks ability that you’re in control of. I don’t love this card because it doesn’t do enough to seriously disrupt an opponent’s ramp, but it’s something. | |
Black Canary:
Second Life: Rank: 1.7 |
Go see Aquaman: Son of a Lighthouse Keeper to see my opinions on strike on a 3 cost. | |
Black Canary:
Costumed Adventurer Rank: 3.0 |
Retaliation is not a bad ability by any means of the imagination, but at the moment, there aren’t a whole lot of proactive ways to KO your Justice League characters. Besides 1 damage just isn’t enough to make a substantial difference anymore. This one doesn’t particularly excite me. | |
Black Canary:
Flower Shop Owner Rank: 0.3 |
This card is on par with Doom Lance, Riddler, or any other great win conditions from this flight of sets. For three energy, this card when paired with the rare danger room from x-men will make all of your characters unblockable. Throw on Nobby and Collector for an alternate win condition. The possibilities are endless. | |
Elasti-Girl:
Size Alteration Rank: 3.3 |
This would be much better if it weren’t a static buff because then you could use the bizarro global to turn it into an offensive piece. However, seeing that this is not the case, the rank will have to remain at a humble 3.3, because it’s pretty good at blocking. | |
Elasti-Girl:
Rita Farr Rank: 3.9 |
Her Size Alteration version is superior in almost every way. This card certainly does not inspire much enthusiasm from anyone. At least she survives breath weapon… decent against overcrush & early strike attacks. | |
Elasti-Girl
Talented Actress Rank: 2.9 |
This Elasti-Girl is kind of like a mini- Ronin from civil war. Her stats aren’t bad for a two cost, and her ability can stop a reasonable amount of damage. | |
Green Arrow:
No Fancy Ring Rank: 1.0 |
Let’s say that you have a hawkgirl, an aquaman, and a Hawkman in the field. It doesn’t take too long to get three characters of purchase cost three or less into the field. You then field Green Arrow and wipe out the vast majority of their field, slamming through for a lot of damage given how high hawkgirl & hawkman’s attacks are. It may be slightly too slow for the top of the competitive scene, but I will Maintain that this card is no slouch. | |
Green Arrow:
An Eye for the Moment Rank: 3.7 |
If you are skilled at keeping a lean bag, you may be able to utilize this effect, but if it is justice league synergy you are looking for, you will find a much better form of it in Green Arrow: No Fancy Ring. | |
Green Arrow:
Trick Arrows Rank: 3.6 |
This does the same thing as the Noxious Blightbringer did except for a higher purchase cost and higher fielding cost. | |
Hawkman:
Crime is a Disease Rank: 2.8 |
Intimidate has been around for a while now, and every time it is on a four cost card,the consensus is that it is serviceable, but not remarkable in any way. | |
Hawkman:
Antigravity Belt Rank: 2.3 |
Every solid theme team needs a solid beatstick to go with it. Hawkman and Hawkgirl are Justice League’s beatsticks, although Hawkgirl does a much better job of it than Hawkman if I do say so myself. | |
Hawkman:
Co Director of Midway City Museum Rank: 4.6 |
Following suit with the other Hawkmen, this hawkman is pretty lackluster, just being yet another poor form ramp.
For 4 energy, this is a rip off. |
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Negative Man:
Radiation Production Rank: 4.5 |
The ability itself would be pretty good if it was when KO’d instead of aftershock, hence why I hate aftershock. If you could KO it with Malekith, it would be OK, but since your opponent has to KO (or remove) it, he’ll never get KO’d because he has seven defence. | |
Negative Man:
Phasing Rank: 3.0 |
My father thinks this card has potential, I am not so sure, but at the very least, once you get him out there, he will be very hard to get rid of. Pair him with the Bizarro global and Doom Lance in set, and now we’re talking. No matter which way you look at it, he still has two very solid key words. We’re not sure if doom lance works with deadly yet, but this card can never be truly terrible, I foresee it staying mediocre for a very long time. | |
Negative Man:
Larry Trainor Rank: 3.9 |
Like the other Negative Men, there is really nothing great about this one either. He costs five and utilizes the powers of life gain, which is not a very strong ability. Best case scenario, you deal your opponent 2 damage and gain 3 life. | |
Plastic Man: Basic Detective, image not available. No ability, see other cards or dice coalition for stats. | Plastic Man:
Basic Detective Rank: 2.5 |
His stats are great to pair with the bizarro global, but he has no ability, making him worse for the job than common blob. The big advantage he has over blob is his affiliation. That aside, there’s nothing great about this card. |
Plastic Man:
Patrick O’Brian Rank: 1.4 |
The ability is mediocre, like I said about Black Canary, but the global intrigues me. Pair with deadly… If it was for only one mask it would be much more viable, but as is, it still gets beat out by Static Field. However, in the event where Static Field gets wrecked by Wrecker, Plastic Man is a solid alternative that is a lot more balanced. |
Plastic Man:
Elasticity Rank: 3.9 |
Even if they removed the tax, there still wouldn’t be anything remarkable about this card. The ability to block 2 characters has been around since AvX, and never once has it been meta. | |
Robotman:
Cliff Steele Rank: 4.4 |
It relies on your opponent’s choice of team which makes this card not very good, and it’s aftershock, which makes it even worse. At least they worked hard when naming him. | |
Robotman:
Cybernetic Enhancement Rank: 5.0 |
Robotman very well might put the die that you need to come out of your bag in your used pile when you don’t want him to. His purchase cost is too expensive at 4, and his fielding cost is also suboptimal at best with a TFC of 4. | |
Robotman:
Superhuman Strength Rank: 4.5 |
This might be able to sneak some damage through by getting someone else’s big attack, but any player who isn’t stupid will block Robotman too. For copying stats, common doppelganger from Tomb of Annihilation is much better. |
Mystics Team Pack Tier List
By Lucan O’Neal
Atlantis:
Vast Kingdom Rank: 1.7 |
This seems really interesting at a first glance, but who will pay to field all of the characters left in your bag once the sidekicks are gone? As for the global, STAR Labs was a pretty big hit when it came to dice masters, this is very similar, I think it will find its way onto a lot of teams. On the right team this is going to be good but requires careful timing… | |
Atlantis:
Wealthy Kingdom Rank: 0.5 |
If you can find a way for this to turn consistently, this can be steady and potent ramp that gives mimic a run for its money. When paired with Spot and Professor X from XFC, this will be even better, and will have you rolling your whole bag every turn you draw Atlantis. I for one am very excited about this card. | |
Atlantis:
City and Stronghold Rank: 0.7 |
This card might make its way onto a lot of teams that require perfect, but unlikely timing to make work. The problem with it is that you still need to time this die properly, so that could mess you up. On the upside, getting this die early, and eye of Agamotto Globaling it into your bag could set you up for a turn three purchase of a seven cost character. Also, it has the global which is very strong as well. | |
Black Adam:
Banished Rank: 1.2 |
Deadly is powerful defensively, and offensively, and while not on its own being a win condition most of the time, it helps a lot with board control. If you can give this to all your LOD characters, that is going to be really strong. Lastly, Black Adam has three affiliations, which will work superbly with Team Up. | |
Black Adam:
Angered Rank: 1.3 |
If only you could use both of these Black Adams together! This combined with the force attacking Gorilla Grodd is going to be nasty. It also has three affiliations, so that’s another plus. Through my years playing this game, teams like shield ring and doomsday rush have taught me that sending to used is always very powerful. | |
Black Adam:
Vengeful Rank: 2.5 |
This Black Adam is much weaker in comparison to the other two. Angered has great removal, and Banished is great for controlling the board, but this is really only good for a few points of ping damage. Pairs well with Doom Lance. | |
Freddy Freeman:
Empowered by the Gods Rank: 3.4 |
This die is too expensive to buy and field to be a good card. That aside, his stats don’t favor a when fielded ability. Lastly, while the ability is fun, it is objectively not that good because you your lack of control over its effect. | |
Freddy Freeman:
Speed of Mercury Rank: 4.7 |
I spoke the truth of my opinions on intimidate when I wrote about Hawkman. Thus, this is also crumby, especially considering the purchase and fielding cost. | |
Freddy Freeman:
Magic Power Distribution Rank: 3.4 |
This die is too expensive to buy and field to be a good card. That aside, his stats don’t favor a when fielded ability. Lastly, while the ability is fun, it is objectively not that good because you your lack of control over its effect. | |
Mary Marvel:
Shazam’s Sister Rank: 2.6 |
It’s good for controlling villains if you have something to clear them off. Since villains are most often used for control, this might be a powerful piece for removing them. However, spinning Nobby to level one is not to your advantage. Also, this die is quite expensive all around. | |
Mary Marvel:
Empowered by the Gods Rank: 3.8 |
This die is too expensive to buy and field to be a good card. That aside, her stats don’t favor a when fielded ability. Also, common Jarnbjorn does a much better job of this because it is an action and it only costs four. However, this one doesn’t say printed A & D like jarnbjorn, so maybe there’s hope. | |
Mary Marvel:
Speed of Mercury Rank: 3.8 |
It’s a 5 cost with a TFC of 5 with strike which is unreasonable if you ask me. |
Phantom Stranger:
Sorcery Rank: 2.9 |
Attune, while being a powerful ability is seen for cheaper on many other cards. Thus, there are superior options. | |
Phantom Stranger:
Mysticism Rank: 0.4 |
This card is a great counter to weenie teams that need to attack with a lot of characters, and it’s a great counter to Mimic ramp teams when paired with a force attack and Static Field. It’s a solid counter to multiple glass cannons attacking at once, it has great stats for a defensive/controlling card. All around, this card is superb, and really limits your opponent. | |
Phantom Stranger:
Empowering Rank: 3.7 |
In comparison to the previous Phantom Stranger, this one is extremely lacking, because not very many actions will be used in any one turn. This one is just mediocre at best. | |
Shazam:
Stamina of Atlas Rank: 4.1 |
Six is too much to pay for strike. The fielding cost is also pretty bad. | |
Shazam:
Power of Zeus Rank: 4.2 |
This too is a fun but unpredictable ability. Since there is only a 25% chance of this ability working, and the die is not suited for when fielded abilities, it’s not a very good card. At least it has Attune. | |
Shazam:
Courage of Achilles Rank: 3.7 |
Since Mister Miracle has the same ability for 3, it makes Shazam a much less viable choice. | |
Yellow Lantern Ring:
The Weaponer’s Ring Rank: 1.0 |
This is really good targeted removal for a turn. When paired with rare Crystal, you get a sidekick from every wild energy, with PXG, you get a sidekick from a mask, and that is in addition to any characters you may have rolled. That is enough to clear a relatively small field on its own, or at the very least, remove all the control pieces. This card is also great for getting out of a situation where both teams are in parity or relative lockdown. | |
Yellow Lantern Ring:
Green Lantern Killer Rank: 3.0 |
This die puts your ability to KO your opponents characters during the Attack Step in jeopardy, making it not very good. At best, you will be dealing your opponent 8 damage with this die in a whole game, and you’ll be losing out on a lot of removal. Could be vg on a Strike or Overcrush team. | |
Yellow Lantern Ring:
Used for Great Good Rank: 3.3 |
I don’t believe that making stuff cheaper is a good replacement for solid ramp. If you asked me, I would say you’re probably better off buying a Power Almighty, especially considering the fact that you can only buy one die on the turn you play this card. Still, 4 is a huge discount. While I may not love this card, it is not terrible. | |
Zatanna:
Being of Magic Rank: 1.2 |
Zatanna makes it so that you will have no level one characters, which is a really solid ability, since so many abilities target exclusively level one or fielding cost zero characters. Zatanna will also help you have a successful final attack, because of all of your high level character dice. Pairs well with many many cards including Poison Ivy, Ant-Man, Awaken, and “can’t be blocked by lower level characters” cards. | |
Zatanna:
Magical Lineage Rank: 0.7 |
This meta is not one where spinning is extremely popular, but I do sort of appreciate the way that the card stops your opponent from using the global. Conversely, it stops you from using the global too. In fact, the best thing about this card is the global which allows you to maintain a high level field zone, and it pairs well with awaken and Poison Ivy.
It is a very strong global. |
|
Zatanna:
Master Magician’s Daughter Rank: 0.6 |
Dice Masters veterans are no strangers to the frightening powers of attune. Now, all your Scarlet Witches, Wongs, and Phantom Strangers will have attune as well. Add on a Pseudodragon, and the Mystics are now a team that is viable in competitive play. I mean seriously, a Wong with fast, ally, and attune is just crazy powerful. |
Conclusion:
All three of these sets have many tier one cards that are must buys for players who want to be competitive at the national/world level. I highly recommend these sets (although the Doom Patrol team pack doesn’t look super great; still you should buy it to get your hands on a copy of that Black Canary and Green Arrow).
Here is a list of the seemingly greatest cards from this flight:
- Zatanna: Master Magician’s Daughter
- Zatanna: Magical Lineage
- Zatanna: Being of Magic
- Yellow Lantern Ring: The Weaponer’s Ring
- Phantom Stranger: Mysticism
- Black Adam: Banished
- Atlantis: City and Stronghold
- Atlantis: Wealthy Kingdom
- Green Arrow: No Fancy Ring
- Black Canary: Flower Shop Owner
- The Riddler: Creature of Pure Pride
- Scarecrow: Chose Poorly
- Parasite: Maxwell Jenson
- Martian Manhunter: Endless Abilities
- Green Lantern: Human
- Clayface: Restless
- Bizarro: Less Than Perfect
- Stretch: BAC
- Static field:BAC
- Power Almighty: BAC
- Investigation: BAC
- Energy Field: BAC
- Doom Lance: BAC
- Betrayal: BAC
And that concludes the Justice, Doom Patrol, and Mystics Tier List! If you read and enjoyed this article, you can hear more like it on our podcast which we would love for you to subscribe to. Keep on Rollin’, and ‘Nuff Said.