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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 Bolt
    Standard 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

  • Darkhold
    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 Darkhold deals no damage.

    2× 🔴 Spell

  • Jinx
    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 (49% across all three rolls): the effect beats a few extra damage points there.

    2× 🌀 Warp + 2× ✴ Chaos · about 9 damage · reality warp

  • Mind Blast
    Burst

    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

  • Spellcraft
    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 (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 Chaos
    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× Ⓜ Crown · 6 damage · reality warp

  • Bewitch
    Burst

    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

🌀 Warp · 3/6 (faces 1, 2, 3)✴ Chaos · 1/6 (faces 4)🔴 Spell · 1/6 (faces 5)Ⓜ Crown · 1/6 (faces 6)

Level I abilities

  • Hex Bolt
    Normal
    Dice requirement:
    3× 🌀 Warp
    Damage/healing:
    4 damage
  • Darkhold
    Dice requirement:
    2× 🔴 Spell
    Damage/healing:
    Not sufficiently verified
  • Jinx
    Normal
    Dice requirement:
    2× 🌀 Warp + 2× ✴ Chaos
    Damage/healing:
    about 9 damage
    Key effects:
    reality warp
  • Mind Blast
    Pure
    Dice requirement:
    1× 🌀 Warp + 1× ✴ Chaos + 1× 🔴 Spell + 1× Ⓜ Crown
    Damage/healing:
    about 9 damage
  • Spellcraft
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    7 damage
    Key effects:
    reality warp
  • Pure Chaos
    Undefendable
    Dice requirement:
    4× Ⓜ Crown
    Damage/healing:
    6 damage
    Key effects:
    reality warp
  • Bewitch
    Normal
    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
    Mechanic
    At 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 mechanic
    At 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 mechanic
    At 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 mechanic
    At 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 Bolt
    Level II
    • Damage: 6 damage instead of 4 damage
    • Dice requirement: 4× 🌀 Warp instead of 3× 🌀 Warp
  • Hex Bolt
    Level III
    • Damage: 8 damage instead of 4 damage
    • Dice requirement: 5× 🌀 Warp instead of 3× 🌀 Warp
  • Spellcraft
    Level 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

  • Seraph

    Seraph adds the healing that Scarlet Witch lacks.

  • Wolverine

    Wolverine adds the healing that Scarlet Witch lacks.

  • Gambit

    Gambit adds the healing that Scarlet Witch lacks.

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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