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Loki

Playstyle: Defensive · Complexity: 4/6 · Marvel

Who is this character?

A trickster: wins not through damage but by dismantling enemy turns – Spellbound, illusions, gambles.

How to play Loki

If after roll 1 5× Mischief for Glorious Purpose! are reachable. Keep 5× Mischief and reroll all dice not needed, aiming at Glorious Purpose! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Double Take. Glorious Purpose! deals a documented 10 damage and applies Spellbound/Spellbound, so the 5 committed dice stay on the table.

If after roll 1 4× Mischief for Double Take are reachable. Keep 4× Mischief and reroll all dice not needed, aiming at Double Take (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Glorious Purpose!. Double Take deals a documented 7 damage and bypasses the defence roll and applies Spellbound/Spellbound/Illusion, so the 4 committed dice stay on the table.

Play Vilify from behind for Illusion + 7, and while ahead for 5 undefendable damage plus Bag of Tricks.

Fire the ultimate only once three Spellbound are placed: the opponent then loses their next turn almost entirely, the 10 damage is a side note.

Trying Spellbound on ultimates – that is not allowed.

Strengths

  • Spellbound covers enemy abilities – simply forbid their strongest move
  • Illusion: the attacker picks blind – all, half, or NOTHING gets through (~50%)
  • Mockery at 6/7/8 is one of the hardest core attacks
  • Double Take: 7 undefendable + 2 Spellbound + Illusion in one turn

Weaknesses

  • Tip the Scale prevents 0 – without an Illusion token you are naked
  • Illusion is a gamble: 50% on average, nothing in the worst case

Key attacks

  • Mockery
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× 🔱 Scepter is mostly on the table after roll 1 (84% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× 🔱 Scepter · 6 damage

  • Antics
    Setup

    Setup attack: places effects that later turns rely on.

    Play it early while turns remain for the effect to pay off – as the last action of a close game Antics deals no damage.

    2× 🌀 Lies

  • Confuddle
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 2× 🔱 Scepter + 2× 👺 Illusion is mostly on the table after roll 1 (78% across all three rolls): safe damage beats rerolling working dice for a harder route.

    2× 🔱 Scepter + 2× 👺 Illusion · 7 damage · spellbound

  • Vilify
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 1× 🔱 Scepter + 1× 👺 Illusion + 1× 🌀 Lies + 1× 🔻 Mischief is mostly on the table after roll 1 (63% across all three rolls): safe damage beats rerolling working dice for a harder route.

    1× 🔱 Scepter + 1× 👺 Illusion + 1× 🌀 Lies + 1× 🔻 Mischief · about 7 damage

  • Vex
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.

    Small straight (4 in a row) · 7 damage

  • Double Take
    Control

    Control route: damage plus an effect against the opponent's next turn.

    Worth it when the opponent is hunting their strong route next turn (10% across all three rolls): the effect beats a few extra damage points there.

    4× 🔻 Mischief · 7 damage · spellbound

  • Kneel to Me
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.

    Large straight (5 in a row) · about 9 damage

  • Glorious Purpose!
    Finisher

    Ultimate: the board's highest damage value with the hardest requirement.

    Do not force 5× 🔻 Mischief (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.

    5× 🔻 Mischief · 10 damage · spellbound

Key statuses & resources

  • Bag of Tricks: Max 2 on the holder: roll in upkeep – 1: −1 CP; 2–5: LOKI chooses (heal 2 / +1 CP / take 2 damage); 6: +2 CP. Antics, Vex, Vilify, Kneel to Me, ultimate (hand out up to 4). Gift them generously to opponents: on 2–5 YOU decide – usually that means 2 damage for them.
  • Illusion: Antics, Vilify (when behind), Double Take, Kneel to Me (mischief), ultimate.
  • Illusion: Against every hit of 6+ – on average it halves, with luck it erases.
  • Bag of Tricks: Antics, Vex, Vilify, Kneel to Me, ultimate (hand out up to 4).
  • Bag of Tricks: Gift them generously to opponents: on 2–5 YOU decide – usually that means 2 damage for them.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

🔱 Scepter · 2/6 (faces 1, 2)👺 Illusion · 2/6 (faces 3, 4)🌀 Lies · 1/6 (faces 5)🔻 Mischief · 1/6 (faces 6)

Level I abilities

  • Mockery
    Normal
    Dice requirement:
    3× 🔱 Scepter
    Damage/healing:
    6 damage
  • Antics
    Dice requirement:
    2× 🌀 Lies
    Damage/healing:
    Not sufficiently verified
  • Confuddle
    Normal
    Dice requirement:
    2× 🔱 Scepter + 2× 👺 Illusion
    Damage/healing:
    7 damage
    Key effects:
    spellbound
  • Vilify
    Undefendable
    Dice requirement:
    1× 🔱 Scepter + 1× 👺 Illusion + 1× 🌀 Lies + 1× 🔻 Mischief
    Damage/healing:
    about 7 damage
  • Vex
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    7 damage
  • Double Take
    Undefendable
    Dice requirement:
    4× 🔻 Mischief
    Damage/healing:
    7 damage
    Key effects:
    spellbound
  • Kneel to Me
    Normal
    Dice requirement:
    Large straight (5 in a row)
    Damage/healing:
    about 9 damage

Ultimate

  • Glorious Purpose!
    Ultimate
    Dice requirement:
    5× 🔻 Mischief
    Damage/healing:
    10 damage
    Key effects:
    spellbound

Defense

Tip the Scale The defense roll is made whenever you are attacked. It does not prevent damage directly. Avoiding the attack is also possible. Tip the Scale: 1 die, 0 prevention – it only generates tokens (scepter: Spellbound, mischief: Illusion). Your real defense is banked Illusions (~50% per spend).

Special mechanics

  • Illusion: a gamble instead of avoidance
    Token mechanic
    Up to 2 tokens. When used, the attacker blindly picks from three cards: full damage, half damage, no damage - about 33% each. Expected mitigation about 50%. This is not fixed prevention and not safe avoidance; a single token can fizzle entirely. · Maximum: 2
  • Spellbound: locking abilities
    Token mechanic
    Up to 3 markers on enemy boards. Exactly 1 locked ability per marker, no ultimates, at most 1 marker per ability, target fixed when applying. Sources: Confuddle (about 78.2%), Double Take, Tip the Scale (scepter, about 33%), the ultimate. Spellbound prevents no damage, it removes options. · Maximum: 3
  • Bag of Tricks: a gift with side effects
    Token mechanic
    At most 2 markers per player. Upkeep roll per marker: 1 costs the holder 1 CP, on 2-5 Loki decides (heal 2, +1 CP or 2 damage), 6 grants +2 CP. On the enemy side about 1.3 damage per marker and round on average. · Maximum: 2
  • Tip the Scale: 0 prevention, tokens only
    Mechanic
    1 defense die without any damage prevention: scepter applies Spellbound (about 33%), mischief places 1 Illusion (about 17%). The defensive effect only arises later through banked Illusions.

Resources

  • IllusionMax 2: spend when attacked – the attacker blindly picks one of 3 cards: full, half, or no damage. · Antics, Vilify (when behind), Double Take, Kneel to Me (mischief), ultimate. · Against every hit of 6+ – on average it halves, with luck it erases.
  • Bag of TricksMax 2 on the holder: roll in upkeep – 1: −1 CP; 2–5: LOKI chooses (heal 2 / +1 CP / take 2 damage); 6: +2 CP. · Antics, Vex, Vilify, Kneel to Me, ultimate (hand out up to 4). · Gift them generously to opponents: on 2–5 YOU decide – usually that means 2 damage for them.

Upgrades & cards

What changes?

  • Mockery
    Level II
    • Damage: 7 damage instead of 6 damage
    • Dice requirement: 4× 🔱 Scepter instead of 3× 🔱 Scepter
  • Mockery
    Level III
    • Damage: 8 damage instead of 6 damage
    • Dice requirement: 5× 🔱 Scepter instead of 3× 🔱 Scepter

Hero-specific cards

Not sufficiently verified

Works well with

  • Seraph

    Seraph adds the healing that Loki lacks.

  • Wolverine

    Wolverine adds the healing that Loki lacks.

  • Cursed Pirate

    Cursed Pirate takes over damage and fills the open team role.

Good matchups

  • Vampire Lord

    Loki keeps Vampire Lord tied up with Spellbound, many of Vampire Lord's effects get cancelled that way.

  • Headless Horseman

    Headless Horseman lands spikes up to 14 damage off Dreadful without a long ramp – more than Loki can shut down.

  • Black Panther

    Loki keeps Black Panther tied up with Spellbound, and Black Panther already needs tight rolls.

Tough matchups

  • Wolverine

    Wolverine keeps Loki tied up with Alpha, many of Loki's effects get cancelled that way.

  • Necromancer

    Necromancer keeps Loki tied up with Decrep Ify, many of Loki's effects get cancelled that way.

  • Barbarian

    Barbarian keeps Loki tied up with Concussion and Stun, many of Loki's effects get cancelled that way.

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