After abilities that trigger “while active”, those that trigger “when fielded” are the most common. Getting these dice back into the cycle (or churn) so as to field them again to trigger their effect is important - especially if on your Winning Condition (or WinCon) card.

In the beginning of Dice Masters, one of the meta cards was:

The tactic was to load your Field Zone with Sidekicks then field Gobby. Problem was if your opponent was able to ‘chump’ block so as not to KO him in combat, this prevented getting this die back into the cycle to be fielded again. At this time in the game, there were few viable options outside of being KO’d in combat to enable the removal of your dice from the Field Zone. Fortunately, today in the New Modern format we have an array of cards to choose from that provide self-imposed KO abilities.

Abbreviations Used in this Article

BAC = Basic Action Card

PC = Purchase Cost

TFC = Total Fielding Cost

Fabricate – This keyword ability is straight-forward: moves dice to Prep, via a self-imposed KO. The lower the numbers, the more economical to set-up. However, this is a finite resource because you only have up to 4 dice on the character card with Fabricate (although you can return these dice to their card with Black Adam – Ruler of Khandaq or Black Lantern Aquaman – From the Depths, both cards soon to be rotated out of Modern).

Some thoughts on using Fabricate: Depending which combination you use (e.g. 2-3, 3-4, 2-5), take note of the fielding costs of those dice you would most likely use to fabricate. You want to avoid a situation where you may not have enough energy to field these dice on your next turn and do other things, like paying for a Global Ability or purchasing a die.

Sacrifice – Another keyword ability that removes the affected die from the Field Zone with a self-imposed KO. But the die is moved to Used Pile, so it may take a few turns to cycle this die back into play. While there are currently 10 cards with Sacrifice, only 2 have abilities that can be applied to other non-Sidekick/non-specific* dice:

* Note, Darkseid’s sacrifice ability only applies to Parademons, none of which have “when fielded’ abilities.

Taunts

Forcing an opposing die to attack or block so you can utilize combat damage or other abilities that KO a die when engaged (e.g. Deadly) is another way to remove your dice from the Field Zone. This can also be used offensively to remove a bothersome opposing die. Force an opposing character die with a greater than or equal to A value than the D value of die you want to remove to attack or block, then engage with that die. Taunts that force-to-block are preferred over those that force-to-attack because there is tech available to remove attackers from the Field Zone (e.g. Kate Bishop’s global or Spider-Man – A Better Way) or swap blockers to the advantage of the attacking die (Bishop - Back From the Future).

A hard counter to this tactic is Mr. Freeze (any version) with the Stun ability.

Other Self-Imposed KO Abilities

There are several other cards that enable you to KO your own dice. Each has advantages and disadvantages.

Positives: low TFC

Drawbacks: above average PC, max dice of 1, when fielded ability

Overall, a very constrained use of this tactic because of the Underdog ability and energy type restriction.

Positives: the Global Ability

Drawbacks: global is once per turn

Can go either way: since it’s a global your opponent can also use

Overall, this is the preferred card for using this method because you can remove your dice via a Global Ability. This global is a reincarnation of the popular global on Blue-Eyes While Dragon from the Yu-Gi-Oh set. Only difference is the once per turn restriction.

Positives: low PC and TFC, return-to-field ability

Drawbacks: inflexibility - must have tech to KO if you can’t get this die KO’d with combat damage

Overall, you can quickly get this die in the field, but you’ll have to have additional support tech to be able to KO this die at will.

Positives: can KO up to 2 character dice, non-targeting die removal to your opponent

Drawbacks: takes up a BAC slot

Overall, depending on your team build and cycle speed, this Action die can be very effective. Pairs nicely with:

Positives: opposing die removal, life gain

Drawbacks: Action die so you’ll have to cycle

Overall, as with Truce above, being an Action die somewhat limits the flexibility to apply this effect when needed.

Positives: direct damage

Drawbacks: high PC and above average TFC, clears your field, when fielded ability

Overall, too many drawbacks to employ this die for this method.

Hope you enjoyed this article and gathered a few ideas to consider to better cycle those dice with “when fielded” triggered abilities.

Keep On Rollin’