Happy Tuesday Knights of Ren. Today we want to talk about two cards you are going to see as you play this game. Block and Dodge. These two cards are the most basic examples of staples in this game.
1) Block and Dodge both state: "Remove all of an opponent's die showing _______ damage." Block removes Melee damage and Dodge removes Ranged damage. These cards are utility for die removal depending on the situation you are in. They also remove MODIFIED die faces so remember these cards are looking for symbols, not the type of die on the field.
2) What makes these cards so good? Dice removal. In any card game, removal is important. Having the option to remove choices from your opponent means you give yourself an advantage while taking it away from the opponent. Block and Dodge are very straightforward, they strip dice and mess up economy. They are much better than cards that force the opponent to re-roll their dice because these cards actually remove the dice from the field and render them useless until the next round. Removal is a very powerful form of control that can win games at the right moment or ruin your day when played incorrectly. To understand the power of these cards, you have to understand proper timing of when to play these cards...
3) Speaking of timing, when is it a good time to drop one of these on an unsuspecting opponent? Let's consider a couple factors, these cards both cost 2 resources and 1 action (unless you have a free action from Ambush or Rey or some card effect). Having to spend 1 action and 2 resources and 1 card means you are spending a good number of economy in hopes of receiving a good payout. So what are you looking for when you play Block/Dodge? The perfect situation would be playing Block/Dodge would remove all of your opponent's dice and essentially end their turn. In reality there are some minimum dice you want to remove to make playing this card cost effective. Personally I would want to see 3+ dice removed for this card to be cost effective and 2+ in order to break even. Obviously there are times when you have to use one of these cards to keep yourself alive, and that might mean playing Block/Dodge to remove 1 die. But in a situation where you get to pick when to play one of these cards, I recommend looking for at least 3 dice removed to get a positive net in your game economy after playing Block/Dodge.
4) So how do I deal with a Block/Dodge play? Well this is a little more tricky to discuss. A few things to look for would be the obvious, does the opponent have 2 resources OR do they have a way to get 2 resources and play Block/Dodge within 1 action? The best way to avoid your field getting removed by a single card is to run mixed damage decks. Running Melee and ranged damage decreases the value of playing either Block or Dodge against you. Now if you run a deck that is heavy in Melee or Ranged damage you have to be aware that you are vulnerable to the counter card being played against you. The best way to protect your dice is to deal damage in small bursts. Rolling each character to see what die faces you get is a bad idea because you are spending actions and filling up your dice pool and letting you opponent see what dice they want to remove. The better plan is to roll a single character, then as your next action resolve the damage. This forces the opponent to commit to removing few of your dice and spending resources in a very inefficient fashion OR let you roll and deal your damage with no removal.
Block and Dodge are very powerful cards, they remove dice and have the potential to cripple your enemy. However they are balanced with the price of 2
resources and you can only run 2 of each card in your deck. Timing is everything to making these cards help you and hurt the opponent. But remember that these cards are only as good as the person who uses them. Let me know your thoughts! Do you like Block or Dodge?
Are you planning on running them?