Scarlet Witch
Playstyle: Offensive · Complexity: 4/6 · Marvel
Who is this character?
A chaos mage: snowball status tokens, hex enemy dice and convert it all into damage with Crackle.
How to play Scarlet Witch
If after roll 1 5× Crown for Sealed Your Fate! are reachable. Keep 5× Crown and reroll all dice not needed, aiming at Sealed Your Fate! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Bewitch. Sealed Your Fate! deals a documented 12 damage and applies Reality Warp, so the 5 committed dice stay on the table.
If after roll 1 1× Warp + 3× Crown for Bewitch are reachable. Keep 1× Warp + 3× Crown and reroll all dice not needed, aiming at Bewitch (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Sealed Your Fate!. Bewitch deals a documented 9 damage and applies Conjure, so the 4 committed dice stay on the table.
Hold Reality Warp for the turn the opponent hunts their ultimate or a 4× route: the borrowed die never counts as a symbol there.
Only take Crackle once several statuses sit on your board: it counts them all, including the negative ones.
Play Conjure when the opponent's hand is empty: otherwise the copied positive status gets cancelled with a card.
Trying Crackle on Mind Blast – pure damage cannot be modified.
Stacking setup turns without a health lead – her 0-prevention defense forgives no long games without pressure.
Strengths
- Reality Warp forces the opponent to roll HER die – ultimates become impossible
- Crackle: +1 per own status token (max +3, 2×/turn = +6)
- Mind Blast deals 5–13 PURE damage – no defense possible at all
- Hex Bolt scales steeply: 4/6/8
Weaknesses
- Double Trouble prevents NOTHING – she is the classic glass cannon
- Needs 1–2 setup turns (Darkhold) before Crackle carries
Key attacks
- Hex BoltStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🌀 Warp is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🌀 Warp · 4 damage
- DarkholdSetup
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 Darkhold deals no damage.
2× 🔴 Spell
- JinxControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (49% across all three rolls): the effect beats a few extra damage points there.
2× 🌀 Warp + 2× ✴ Chaos · about 9 damage · reality warp
- Mind BlastBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 1× 🌀 Warp + 1× ✴ Chaos + 1× 🔴 Spell + 1× Ⓜ Crown is missing after roll 1 (54% across all three rolls); otherwise you give up an already safe route.
1× 🌀 Warp + 1× ✴ Chaos + 1× 🔴 Spell + 1× Ⓜ Crown · about 9 damage
- SpellcraftControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (59% across all three rolls): the effect beats a few extra damage points there.
Small straight (4 in a row) · 7 damage · reality warp
- Pure ChaosControl
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× Ⓜ Crown · 6 damage · reality warp
- BewitchBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 1× 🌀 Warp + 3× Ⓜ Crown is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.
1× 🌀 Warp + 3× Ⓜ Crown · 9 damage
- Sealed Your Fate!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× Ⓜ Crown (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× Ⓜ Crown · 12 damage · reality warp
Key statuses & resources
- Crackle: Max 3: spend when concluding an attack – +1 damage per status on your board (excluding the spent Crackle), max +3. At most 2 per turn, does not boost pure damage. Darkhold, Mind Blast, a Double Trouble warp pair. Only with 3+ statuses on the board – then 2 Crackle are +6 on a Hex Bolt.
- Probability Manipulation / Conjure: PM (max 2): shift an even die (2/4/6) by 1. Conjure (max 1): copy a positive status OR inflict Reality Warp. Darkhold, Spellcraft, Jinx chaos, Pure Chaos, Bewitch, ultimate. PM rescues 4× crown chases. Conjure almost always as Reality Warp into the enemy burst turn.
- Crackle: Darkhold, Mind Blast, a Double Trouble warp pair.
- Crackle: Only with 3+ statuses on the board – then 2 Crackle are +6 on a Hex Bolt.
- Probability Manipulation / Conjure: Darkhold, Spellcraft, Jinx chaos, Pure Chaos, Bewitch, ultimate.
- Probability Manipulation / Conjure: PM rescues 4× crown chases. Conjure almost always as Reality Warp into the enemy burst turn.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- Hex BoltNormal
- Dice requirement:
- 3× 🌀 Warp
- Damage/healing:
- 4 damage
- Darkhold
- Dice requirement:
- 2× 🔴 Spell
- Damage/healing:
- Not sufficiently verified
- JinxNormal
- Dice requirement:
- 2× 🌀 Warp + 2× ✴ Chaos
- Damage/healing:
- about 9 damage
- Key effects:
- reality warp
- Mind BlastPure
- Dice requirement:
- 1× 🌀 Warp + 1× ✴ Chaos + 1× 🔴 Spell + 1× Ⓜ Crown
- Damage/healing:
- about 9 damage
- SpellcraftNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 7 damage
- Key effects:
- reality warp
- Pure ChaosUndefendable
- Dice requirement:
- 4× Ⓜ Crown
- Damage/healing:
- 6 damage
- Key effects:
- reality warp
- BewitchNormal
- Dice requirement:
- 1× 🌀 Warp + 3× Ⓜ Crown
- Damage/healing:
- 9 damage
Ultimate
- Sealed Your Fate!Ultimate
- Dice requirement:
- 5× Ⓜ Crown
- Damage/healing:
- 12 damage
- Key effects:
- reality warp
Defense
Double Trouble The defense roll is made whenever you are attacked. It does not prevent damage directly. Double Trouble: 5 dice, 0 prevention – only token pairs (a crown pair: 4 counter). You defend by making the enemy turn not work in the first place via Reality Warp.
Special mechanics
- Reality Warp: the borrowed die MechanicAt most 1 marker per target. One enemy die is replaced by a die of Scarlet Witch; it counts only as a number. Symbol-dependent abilities needing 4 or 5 matching symbols and the ultimate are locked out. Sources: Jinx, Spellcraft, Pure Chaos, the ultimate and Conjure. · Maximum: 1
- Conjure: copy or inflict Token mechanicAt most 1 marker. When spending choose exactly one of the two effects: copy a positive status or inflict Reality Warp. Both routes can be cancelled with an enemy hand card. · Maximum: 1
- Crackle: a modifier by status count Token mechanicAt most 3 markers, at most 2 spends per turn. Each spent marker grants +1 damage per additional status on your own board, at most +3 - so its value swings with the board state between 0 and +3. Pure damage stays excluded. · Maximum: 3
- Probability Manipulation: even dice only Token mechanicAt most 2 markers. A marker shifts an even result (2, 4, 6) by exactly 1 up or down; odd dice cannot be corrected. · Maximum: 2
Resources
- CrackleMax 3: spend when concluding an attack – +1 damage per status on your board (excluding the spent Crackle), max +3. At most 2 per turn, does not boost pure damage. · Darkhold, Mind Blast, a Double Trouble warp pair. · Only with 3+ statuses on the board – then 2 Crackle are +6 on a Hex Bolt.
- Probability Manipulation / ConjurePM (max 2): shift an even die (2/4/6) by 1. Conjure (max 1): copy a positive status OR inflict Reality Warp. · Darkhold, Spellcraft, Jinx chaos, Pure Chaos, Bewitch, ultimate. · PM rescues 4× crown chases. Conjure almost always as Reality Warp into the enemy burst turn.
Upgrades & cards
What changes?
- Hex BoltLevel II
- Damage: 6 damage instead of 4 damage
- Dice requirement: 4× 🌀 Warp instead of 3× 🌀 Warp
- Hex BoltLevel III
- Damage: 8 damage instead of 4 damage
- Dice requirement: 5× 🌀 Warp instead of 3× 🌀 Warp
- SpellcraftLevel II
- Damage: 9 damage instead of 7 damage
- Dice requirement: Large straight (5 in a row) instead of Small straight (4 in a row)
Hero-specific cards
Not sufficiently verified
Works well with
Good matchups
- Vampire Lord
Scarlet Witch lands spikes up to 12 damage off Crackle without a long ramp – more than Vampire Lord heals back.
- Headless Horseman
Headless Horseman lands spikes up to 14 damage off Dreadful without a long ramp – more than Scarlet Witch can shut down.
- Black Panther
Scarlet Witch keeps Black Panther tied up with Reality Warp, and Black Panther already needs tight rolls.
Tough matchups
- Wolverine
Wolverine keeps Scarlet Witch tied up with Alpha, many of Scarlet Witch's effects get cancelled that way.
- Barbarian
Barbarian keeps Scarlet Witch tied up with Concussion and Stun, many of Scarlet Witch's effects get cancelled that way.
- Necromancer
Necromancer keeps Scarlet Witch tied up with Decrep Ify, many of Scarlet Witch's effects get cancelled that way.
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