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Email the author Editor: Paul Van Der Werk. Sunday 7th August 2004.

"Accept no Limits – The State of VS Limited."
Common Characters

Tonight on Batman, our dynamic duo face their greatest foe yet. Who can they turn to for help? Will Superman fly to their aid. Will the Joker fight side by side with Batman? Tonight, all will be revealed.


My favorite form of VS play is drafting. I love cobbling together a deck from only 42 hard fought for cards. The secret is in finding ways to make those cards work together, like the Joker and Batman, fighting side by side. This article contains my drafter's analysis of the DC Origins common character cards. Rather than the more conventional analysis by attack and defense, and how these sit on the power curve (which has been done elsewhere), I have looked at the general character distribution, and the distribution of loyalty, boost, flight and range. The article then discusses a few of what I see as the implication of these distributions. This article is 80% description, and 20% strategy, but contains the information breakdown to inform your drafting strategy.


For those of you not familiar with drafting, a short description follows (copied and condensed from UDE Tournament Appendix B). Those of you familiar with drafting can feel free to skip ahead, fearing only that you missed something indefinable, but significant.


In a draft each player starts with three sealed booster packs of cards. When playing in a draft, players will be in a “pod”. Each draft pod will consist of four or more players seated around a table. Each player opens his or her first booster and reviews the cards. Each player selects one card and passes the rest of the cards to the player to his or her left. The drafted cards should be placed in a single, face down pile in front of the player that selected them. This pile becomes the draft pile for that player. Once each player has picked his or her first card and passed the rest of the cards to the left, the players pick up the stacks that were just passed to them. The next stack should have thirteen cards remaining to choose from. Each player will take a card from this pack and add it to the face down pile in front of him or her. There should now be two cards in each player's face down pile and twelve cards remaining to be passed to the player on the left. Players continue picking a card from each booster and passing the boosters until all of the cards have been drafted from the first booster. Each player then opens his or her next booster pack and selects a card. Once each of the players has each selected a card and added it to the draft pile in front of him or her, the booster is passed to the right. Drafting continues until there are no cards left in the boosters. During drafting, the first pack and third pack are passed around the table to the left (clockwise). The second is passed right (counter clockwise). Once the draft is finished, all players should have the same number of cards in their draft piles. Players build a 30 card minimum deck from there draft pile. You can read my previous article (A beginners guide to limited deck construction) for help in doing this.


There are fourty three common Character cards in DC Origins. A table of their distribution can be seen below.

Cost League of Assassins Arkham Inmates Teen Titans Gotham Knights Unaffiliated Total
1 1 1 2 1   5
2 1 1 2 1 1 6
3 2 2 1 2 1 8
4 2 2 2 2   8
5 2 2 2 2   8
6 1 2 2 2 1 8
Total 9 10 11 10 3 43

Arkham Imates and Gotham Knights have ten each, while Teen Titans has eleven, and League of Assassins only nine. Three of the characters are unaffiliated (Wildebeest, Ferak, and Brother Blood). There are five army characters; two Assassins, one Knight, and two unaffiliated.


There are seven common characters with loyalty; three Assassins, three Knights, and one Inmate.


There are eleven characters with boost, and it should be noted that for five of them the boost turns either a 5 or 6 drop character into a 7 drop, giving each affiliation a one 7 drop common. The fifth, and unaffiliated 7 drop, is of course Brother Blood. Five of the 'boost brigade' are Teen Titans, but there are a few things to consider with that statistic. The first is that Hawk and Dove should not be played except for their boost option (and I will discuss the implications of that shortly). Vic Stone's 'equipment fetch' ability makes for a pretty poor 5 drop. However, playing him as a 4 drop with a boost of 0 to fetch a crossbow is pretty cool. After you eliminate those three, the Titans only have 2 genuine boost characters, which puts them level with the Assassins and the Inmates. The Knights lag here with only one boost-able common character.


There are only six common characters with flight in the entire set. Four of them are Titans, and two are Inmates, making access to flight in the common slot a real strength for the Titans. Particularly when for the Inmates it is on a 3 and a 4 drop. The Titans have flight on both their 6 drops, and one of their 5 drops, making them a real danger for breakthrough damage in the late game.


Range is slightly less rare, with ten characters (almost a quarter of commons) possessing this ability. However, the Titans dominate here as well with four of that ten. The Knights have three, the Inmates two, and the League only one. Again in the Titans it is on their two 6 drops (i.e. They have flight and range).


So, those are the attributes on the distribution of common characters in DC Origins. What does that tell us about DC as a draft set?


Firstly, as has been noted by many others before me, there are more high drop commons in DC than there were in Marvel Origins. Therefore, there is not as much pressure to draft the high drops early. As can been seen, there are an equal number of 3,4,5, and 6 drops. The squeeze comes in the 1 and 2 drops, but you usually wouldn't want too many of those in your deck anyway.


The second point to jump out at me as that The League of Assassins are slightly trickier to draft as you main affiliation than the other main three. With a 3, 4, and 6 drop with loyalty you either need to draft stronger on the Assassin 1 and 2 drops (which have the advantage of both being army cards), or drafting Kyle Abbots as a priority pick (as he is able to fill the 3 or 4 drop well) and hopefully having 3 or 4 of him. Also, you only have one affiliated 6 drop, though he happens to be the totally insane Ra's Al Ghul. So, why would anyone want to play Assassins? Well, with a bit of skill and a small pinch of luck, you will have an insane build. When you have a 3 drop who becomes a 4 drop when you have five or more resources in play (Kyle Abbott), a 4 drop who disables your opponents locations (Ra's Al Ghul – Immortal Villain) , a 'control' 5 drop (Whisper A'Daire), and a 6 drop who lets you replace 'dead' resources (Ra's Al Ghul – Master Swordsman), that adds up to a whole lot of 'Zap, Pow, Kaboom'. However, you have to draft Assassins strongly, sometimes ignoring a good splash card for the safer affiliated card. Otherwise, Assassins work well as a late game splash, with a few team-ups in your deck.


As I mentioned before, Hawk and Dove are really 3 drops, that are only good if you have both. Thus, the Titans really one 1 drop, one 2 drop, and three 3 drops. However, they also have no cards with affinity in the common slot. When you add their 6 drop cards with flight and range, are an extremely splashable team if you are looking for one more 6 drop. Though, the strength of the Titans lies not in any individual cards being totally overpowering, but the way that they mesh as a team.


Loyalty is also a feature of the Gotham Knights common characters, but is less of an issue coming in drops 4, 5 and 6.


I don't have a great deal I want to say specifically about the Inmates or the Knights in this article. In future articles I will look at pick order for the various affiliations, but before then I will do a drafter's analysis of plot twists and locations.


My main priority is the upcoming Melbourne PCQ. This time around it is at Card Heaven (Level 1, 105 Chapel Street, Windsor) on the 15th of August at 9am. You can check the details on their website (http://www.cardheaven.com.au). I hope to see a lot of you there, putting some of this theory into practice. Please feel free to come up and say hello.


I'll be back.

Same Bat-time.

Same Bat-channel.

Next Week...


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