• Reading the Rainbow DC Draft Part 3 - The Rainbow



    Hope you didn't miss last time, because it's that time again, and today we'll be opening our packs and looking at the Rainbow itself! This draft was a six man pod of DC:JL, Twelve packs each, divided into two twelve card packs per player and pooling all dice into the rainbow before anything else. We will look at each player's cards in other articles, but today, we are going to be looking at the rainbow itself and analyzing the shared information of the draft.

    Here it is!

    I recommend opening the image in another tab for easy reference while you continue reading.

    The first thing we want to look at when we scour our rainbow are the extremes. Ideally we know enough about the Meta for DC that were there 20 of each die, we could build a perfect team every time. In reality, that is not the case. As we look over this Rainbow we see that there are some strikingly low numbers of certain dice. That might not be an issue in some cases as you would only want to buy or field one of certain things, but unless we can guarantee we can actually draft those low count dice we shouldn't be making a plan to build a team around them.

    Batman (Column 31) is the biggest culprit here, with only one die in the whole rainbow. Pretty sad state of affairs for an archetype that fully revolves around that one die. This means that Robin (Column 37) is probably a dead card and not one we should waste our picks on. Batarang (Column 10) is also low on die count, meaning that any real chance of building a Bat Family team is right out unless we see Uncommon Batarang in one pack and Batman in the other. The good news if we DO decide to take the Batman and Batarang pick is that no one else will be taking those Robins, so we can let them wheel for better picks.

    Other two count cards that are generally strategy Integral include Deathstroke (38), Cheetah (14), Star Girl (22) and Green Arrow (29). If you're looking for villains, you may want to prioritize those Deathstrokes and Cheetahs over some of the more populous dice. If you're going bolts Cheetah, Star Girl and Green Arrow are important pick ups. Lastly, if you are wanting to go for that Sidekick team, Star Girl is a must grab.

    Before we move on to the dice with high populations, lets talk about what we can infer about rarity from a rainbow. The typical distribution of dice is 60% common, 30% uncommon, 10% rare and 0% Super Rare. that's right, significantly less than 1 means 0, as in don't expect any die to be a Super Rare, assume they are common. Now when we look at a Rainbow, we can extend those probabilities to the dice we see. let's take the Green Lantern Power Rings (25) for example. There are a whopping 7 of them! If 60% of those are Common that means we're likely to see 4 commons, 2 uncommons and a slim chance at a rare.

    Moving down to less populous dice, such as any of the cards with 4 dice in the rainbow, we should make the assumption that 3 are common and 1 is uncommon, statistically speaking. With this information we can get a good idea if it is worth drafting a common in the first round of packs and hope to see the uncommon come around in the second round of packs.

    There are two exceptions to this sort of math in DC. Starter characters and Super-rare characters. Each category has it's own math surrounding it. For starter characters that math is easy; they are all commons. Every starter character has exactly the same card no matter what. This means we can look at the 3 Wonder Woman Dice out there and say, each one of those is a common Wonder Woman that will let me make a wall of Sidekicks that are immune to combat damage.

    Super Rares are a little bit wonky. They generally have a Common, Rare, Super Rare lay out, and thus the math behind their distribution is closer to 90% Common, 9% Rare, 1% Super Rare. Now some of you may say, but "Black Canary, Flash and Constantine all have Uncommons." To which I will refer you to your checklist card and the forums where it has been discovered that Uncommon Canary is really a Common and Uncommon Flash and Constantine are actually Rares.

    Now that we know how to read rarity distributions, let's look at what cards we really want to get, and how likely that is to happen. We know that there are a few Uncommons that are must grabs. Red Tornado Uncommon is great for any team because of his churn and ramp capabilities. Uncommon Black Manta is a must grab for villain teams and his friend Uncommon Katana would be a great addition. Finally, uncommon Hawkman is great for Bolt and Speed teams. Let's look at how likely we are to see these characters:

    Five Red Tornado Dice, means we can reasonably expect one of those dice to be Uncommon, maybe two. The same probability break down goes for Black Manta and Katana. Things get a little better with six Hawkman dice, but really it's still probably only two Uncommons.

    Now let's look at it from a different perspective. How unlikely is it that the three Firestorm Dice are all commons. We know Firestorm makes or breaks a Bolt team, and we know JLA teams will pick him up in any rarity. What we want to look at is how likely it is we will get passed a superfluous Firestorm that someone is hoping will wheel. At 60% chance of being common, it is only a 22% chance that all three of them are going to be common. Bad news for us in a 6 player draft, because EVEN if we did see all 3 being common, there is still a 3/6 chance that we see them before our opponent leaving us with close to a 7% chance of being able to run Firestorm. of course the odds are just as bad for our opponents, so if we DO see that Firestorm, remember, take it, even if it's just so your opponent can't.

    So, we know not to draft Bat Family unless we see all of it in our initial packs (and nothing else worth drafting). We know that Commons are most likely, but if we see those select Uncommons, we should prioritize them. We know that Bolts might be light in this draft because there are not many Firestorms to go around. We can also see a good number of Black Mantas and Aquamans to get our JLA and Villain teams up and running. Next time, we'll look at Player 1's packs and see what characters we should be taking.
    Comments 4 Comments
    1. vonVile's Avatar
      vonVile -
      Besides uncommon Black Manta and Katana, I recommend also going for C Blue Beetle and Cheetah. With these 4 cards you have a pretty deadly team to build off of.

      -Beetle while active does 1 damage to the opponent per villain fielded.
      -Cheetah does 1 damage to opponent when attacking.

      With Black Manta and Blue Beetle out there you could do 3 damage a turn without even touching your opponent with Cheetah constantly attacking (1 from fielding, 1 from attacking, and 1 from her getting KOd.) Cheetah is a beast!
    1. RJRETRO's Avatar
      RJRETRO -
      I like how Dice Masters takes characters I don't care about (Cheetah) and makes me like them by giving them great abilities.
    1. Shadowmeld's Avatar
      Shadowmeld -
      I recommend also going for C Blue Beetle and Cheetah
      Oh, absolutely. I'll be going into more detail in the next few posts on full draft teams, but with the low quantity on Cheetah and the fact that she fits into both Villain and Bolt teams, I would expect her to be picked VERY early and get passed once at most. But yes, they are both great for a villain or bolt team.
    1. Bigred92's Avatar
      Bigred92 -
      Just finished my first DC draft. First picked the uncommon Black Manta, got passed a common Cheetah. Ended up with 3 Black Manta, 1 Cheetah, 2 common Hawkman, 2 Uncommon Red Tornado, 1 common Firestorm, 2 common Capt. Cold, 2 Deathstroke, and 1 Green Arrow.

      Red Tornado is amazing. He was my first purchase every game. In fact I never purchased Deathstroke, Arrow, or Cold. Great articles helped me out.