• Reading the Rainbow DC Draft Episode 7 Overcrush


    Welcome back folks! Last time we talked about Player 3 and his Super Rare. We also mentioned that we would be talking about Control this time, but as you can see that is not the title of this article. When I previewed player 4's packs I picked up on a few key cards and thought, "Hrm this looks like he's going to go control." But, when I went back and fully analyzed the pack a different strategy boiled to the top and I changed my mind on what Player 4 should draft. Let's get into it.

    Here is our friendly Rainbow for reference:


    Alright let's look at that first pack:


    Alrighty, not much standing out at first, but let's take a look.

    Green Lantern 4, This Green Lantern is probably the best finisher a JLA swarm team can muster. He buffs your sidekicks, your JLA members and even that Red Tornado you drafted. But, he's not easy to get out with that cost, and until you're ready to swing for the win, his ability doesn't do anything for you.
    Harley Quinn 5, A great card for getting some damage in unblocked if you're ahead of your opponent in attackers, but she doesn't win you the game outright, nor does she support others.
    Aquaman 5, Similar to the above GL, but this guy doesn't have to attack to grant the benefit. Bonuses to attack are great for Overcrush characters, but the other Aquamans are better than this guy.
    Stargirl 2, She's great for setting up a minion wall with Wonder Woman, but there's not quite enough sidekick tech in this format for her to win for you. The UC GL above would be a better sidekick pick than her.
    Zatanna 3, Great general consistency ability, made cheaper by Aquaman's Common, definitely grab her if you have him, but might not be worth it if you can't buy her cheap.
    Katana 5, Two cost cards are useful ramp.
    Flash 3, This guy is a good first buy if you're trying to go hard and fast against your opponent. He might even get two unblocked hits in before he's relegated to blocker status, but not a win condition without any mass removal in this set.
    Red Tornado 5, He's cheap with awesome stats, if you can't find the uncommon, he's still a great filler card.
    Vixen 6, "Spoilers Spoilers are no fun, Spoilers Spoilers hurt some one, " signed, The Reserve Pool Staff
    Lantern Power Ring 7, Decent tech for villains or anti-villain hate.

    Ok, so we've got some Sidekick tech, and some JLA tech, but nothing amazing. We're really going to have to look at that second pack to make any sort of decisions.



    Well then, nothing we would consider must picks, so let's get down and dirty.

    Hawkman 6, This ability is interesting, decent ramp, but we would rather win with the uncommon than ramp with the rare.
    The Joker 4, OK, this guy is complicated. But the short answer is, not in draft. There are 3 factions in DC, and one of them causes him to kill himself, albeit while killing all of your opponent's villain team too.
    Deadman 4, This is definitely the best Deadman, and he's great at locking down that Cheetah your opponent only got one of, and keeps attacking you every turn with. He's the reason I thought this pack was going to go control.
    The Atom 3, Atom's stats are simply too unpredictable and generally not worth his cost. His ability, while decent, doesn't help you win, just helps you not lose things.
    Cyborg 3, This is where I changed my mind. I recently played a few games with this version of Cyborg and he's a wrecking train. If you don't want to attack with him he's still a retaliation bot, but if you attack with him alone, that's an 8/6 you bought for 4.
    Deadman 3, This Deadman is as good as the other one really, if only he was a bit cheaper.
    Deathstroke 2, Look, villains tech. Too bad we don't have the least bit of other villains tech.
    Martian Manhunter 2, Another beastly heavy hitter, I find him a bit less versatile than Cyborg, and also more expensive, but if he wheels, take him.
    The Joker 4, This Joker is terrible in draft. With Antman's global he might be a beast though.
    Vixen 6, In case you haven't read this article much, here is a link to the second best use of Vixen commons.
    Catwoman 3, If you're short a ramp engine later in the draft, take this one.

    Ok, so now we can see it. Cyborg, uncommon Aquaman and Anger issues is a pretty angry Overcrusher. 12/6 Overcrush running at your opponent tends to clean up his wall, or his life pool pretty quick. Cyborg is the cheapest big hitter in the DC draft, and one of the FEW cards that is Attack heavy in this set. If you see a Manhunter come around, snag him, and just focus on getting your big overcrushers out and crushing. Pick up some cheap dudes to build the wall around and snag some Anger Issues to help you either ramp, or blitz your opponent down. It really is pretty simplistic of a strategy, but in draft, simple is good.

    Bonus:
    Player 3 would likely snag the Martian Manhunter and likely a Zatanna or UC GL. Player 2 would pick up a Catwoman die and the other UC Harley. Player 1 would then take the rare Hawkman and common Red Tornado.
    Comments 11 Comments
    1. The Rev's Avatar
      The Rev -
      I think that I would go Martian Manhunter and Aquaman, it is nice not to need the extra action to get overcrush. You could also pick up atom later and use his fist to feed Anger Issues global to beef up
    1. Shadowmeld's Avatar
      Shadowmeld -
      I would agree with you, but Cyborg is 4 cost, and can still just swing in for 8, which kills something. I understand your thoughts on Buying MMH but the fact you can buy Cyborg without having to ramp something, or buy him and maintain ramp, is a big deal in DC.

      Something else to keep in mind, Cyborg has the same stats as GL, but one is considerably cheaper across the board.
    1. Necromanticer's Avatar
      Necromanticer -
      I agree with the choice to pick up Cyborg instead. In one of my recent drafts, I managed to get 15 damage off with lone cyborg swings before my opponent could set up a defense. That hands down won me the game.
    1. Vapedaveb's Avatar
      Vapedaveb -
      The only issue I have found with overcrush in rainbow is wonder woman. Once she and Aquaman are out, I had Cyborg coming in for 15 just like @Necromanticer which was successfully blocked by a single sidekick. She comes up a lot in Rainbow. Overcrush is cool but a secondary in DC I think is important.
    1. Shadowmeld's Avatar
      Shadowmeld -
      That is why Cyborg is so good @Vapedaveb . He also has retaliation! You can choose to swing in with your Aquaman uncommon and ping you opponent for his retaliation damage. Those sidekicks will just chump block you say? You have Anger issues, pump your opponent's sidekicks so they trigger that retaliation!
    1. fun4willis's Avatar
      fun4willis -
      I was recently the victim of early unblocked swings by cheap characters in a DC Rainbow Draft.

      In one instance an opponent swung a level 3 The Atom for 5 damage:


      In another game an opponent attacked with a level 3 Vibe for 7 damage:


      Both instances were low cost, initial buys, that attacked early for unblocked damage. Although in both instances I was victorious.

      My conclusion: Big damage swings need some support to achieve the win. @Necromanticer - did you have another character that supported Cyborg for the win?
    1. Necromanticer's Avatar
      Necromanticer -
      @fun4willis I didn't have any support at the time (I swung for the second time around turn 6) because my other purchases were coming up energy. Also, I didn't need a lot of other support since I knew I could rely on That same Vibe and the retaliation chip damage to finish him off once he established himself.

      That said, the two early swings did set me up for a counterattack since my field was empty, but he couldn't muster enough damage to pull even. I definitely attribute that win to the incredible damage Cyborg was able to put out for me.
    1. Vapedaveb's Avatar
      Vapedaveb -
      @Shadowmeld , Oh great idea, wish I had thought of that, next time I will be ready!
    1. Shadowmeld's Avatar
      Shadowmeld -
      Atom and Vibe definitely get big, but the fact that they are unaligned leads them to lack that back up you are talking about. If you look at the DC set in fact, characters with higher attack than defense are few and those that are in the set are generally expensive. It would seem that Cyborg hits the sweet spot of affiliated, big attack, less than 5 cost and has a back up ability. He really is a strong versatile pick up because of these qualities. Similar to Firestorm and his affiliated, high defense, direct damage threat, the breadth of draft strategies you can slot him into makes him a great pick. Cheetah is another good choice, being villain, bolt, direct damage and low cost.
    1. fun4willis's Avatar
      fun4willis -
      Quote Originally Posted by Shadowmeld View Post
      Atom and Vibe definitely get big, but the fact that they are unaligned leads them to lack that back up you are talking about. If you look at the DC set in fact, characters with higher attack than defense are few and those that are in the set are generally expensive. It would seem that Cyborg hits the sweet spot of affiliated, big attack, less than 5 cost and has a back up ability. He really is a strong versatile pick up because of these qualities. Similar to Firestorm and his affiliated, high defense, direct damage threat, the breadth of draft strategies you can slot him into makes him a great pick. Cheetah is another good choice, being villain, bolt, direct damage and low cost.
      Well said. I will not be overlooking Cyborg next time.
    1. GRider10's Avatar
      GRider10 -
      I agree. Cyborg is great for his cost. I played last week against an opponent who kept knocking me down with him while building up a wall. I had the Harley Quinn on my team which gave me an early lead but definitely not a game winner.