Marvel Dice Masters: AvX Promo Cards
Marvel Dice Masters: AvX Promo Cards Rulebook
Table of Contents
Table of Contents
Wolverine, Walking His Own Path
Cost: 7 (fist). Max: 2.
When Wolverine attacks alone, double your life. This effect cannot raise your life to a value higher than 10.
Thor, The Mighty
Cost: 7 (bolt). Max: 4.
When fielded, you may knock out an opposing fist character and gain life equal to its level.
Iron Man, Phoenix Buster
Cost: 7 (shield). No maximum is printed on the card.
Each time Iron Man takes damage, you may move 1 Sidekick from your used pile to your prep area.
Colossus, Phoenix Force
Cost: 8 (fist). Max: 2.
While Colossus is active, knock out the non-Sidekick character with the lowest cost at the end of your turn (you break ties).
Global: Pay two fists. Double the attack and defense of one of your fielded Phoenix Force dice this turn. Limit once per turn.
Cyclops, Phoenix Force
Cost: 8 (bolt). Max: 2.
When Cyclops is blocked, your opponent must immediately knock out one of his other characters if able.
Global: Pay two fists on your turn. Move a Phoenix Force die from your used pile to the field at its lowest level.
Spider-Man, The Amazing
Cost: 6 (fist). No maximum is printed on the card.
When Spider-Man attacks, you may pay three fists to make your opponent lose half his life, rounded down (before damage is dealt).
Phoenix Force, Force of Nature
Cost: 10. Max: 1.
While Phoenix Force is active, each of your opponent's characters deals no more than 1 damage to you while attacking.
Transcriber's note: this card ships with a physical promo die showing Phoenix Force faces. The die is a component, not rules text, and is not transcribed.
Basic Action Cards
The six Basic Action Cards below each carry a Use value of 3 and a cost printed in the top-left corner. Their text is reproduced as printed.
Teamwork
Cost: 3. Use: 3.
Each of your fielded characters gains +1A and +1D for each other of your fielded characters that shares a team affiliation with it.
Deflection
Cost: 3. Use: 3.
Choose an energy type. Characters of that type get +1D.
★★ Those characters get +3D instead.
Global: Pay [not legible]. Prevent 1 damage to a character.
Transcriber's note: the energy glyph in the Global cost is too small in the photo to confirm its type and is marked [not legible].
Rally!
Cost: 3. Use: 3.
Move up to 2 Sidekicks from your used pile to the field.
★★ Move 3 Sidekicks instead.
Collateral Damage
Cost: 4. Use: 3.
Deal one damage to your opponent for each opposing character you knock out this turn.
Teleport
Cost: 4. Use: 3.
Swap your fielded character with a character die of the same energy type from your used pile or prep area. Spin it to the same level.
★★★ Spin the new character up a level.
Takedown
Cost: 3. Use: 3.
Deal 2 damage to a non-[not legible] character. If it is a Villain, deal 4 damage instead.
Global: Pay [not legible]. Target character gains the Villain affiliation until the end of the turn.
Transcriber's note: the character-type glyph in "non-" and the Global cost glyph of Takedown are not legible at the photo resolution and are marked [not legible].