Fateful Adventure
Fateful Adventure

Fateful Adventure – #GRCR-EN029

Once per turn, the first time a monster you control equipped with an Equip Spell would be destroyed by battle, it is not destroyed. You can only use each of the following effects of “Fateful Adventure” once per turn. During your Main Phase: You can add 1 monster that mentions “Adventurer Token” from your Deck to your hand, then send 1 card from your hand to the GY. If a monster(s) is Normal or Special Summoned: You can take 1 Equip Spell that mentions “Adventurer Token” from your Deck, and either add it to your hand or equip it to 1 “Adventurer Token” you control.

Date Reviewed:  March 15th, 2022

Rating: 4.00

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Fateful Adventure is a Continuous Spell I could see played in Noble Knights for the first effect alone.

Battle protection for the first time destruction would happen in battle if equipped with a spell works for the before-mentioned Noble Knights, as well as the “Adventurer Token” archetype. Those “Adventurer Token” Equip Spells reattach when sent to the grave which makes them worthless to target with effects. I would’ve liked destruction of any kind protection once per turn but you don’t want anything too overpowered (though this being a target on the field kinda evens that out). 1-for-1 search gets you to any “Adventurer Token” monster in your deck while letting you discard a card you may not need (like a duplicate of an Equip Spell). Because the archetype ranges in Levels, Attributes, and Types, this search is critical to getting to your monsters, especially when you factor in that two of them have effects that banish your cycle themselves back to your deck, and one gives your opponent control of itself.

The Equip Spell search off any Normal or Special Summon is just as good as the previous search, though it gets points for not costing you a card. You get the card regardless of your position on the field, having an Adventurer Token or not. Simply search the Spell you want and then equip it to any monster you want.

If ran in a dedicated deck, this is a playset, a must. A double search each turn, archetypes would kill for something like that. Battle protection once per battle is good, could be nifty with Skill Drain on the field locking down effects. If you splash Adventurer Token stuff into other archetypes you would likely only play maybe 1 of this, but it is a great searcher as long as you run a good number of targets.

Advanced-4/5     Art-4.5/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

So you get a Fateful Adventure from Deck, so what does it do?

Fateful Adventure is a Continuous Spell with a few effects. First off, you get a soft once per turn preventing the destruction in battle of a monster equipped with an Equip Spell, which is whatever really. Good to have, but won’t be the reason you’d play it. The remaining effects do have a hard once per turn, which is more than fair considering they’re searching effects. First effect can be triggered in the Main Phase, letting you search a monster from your Deck that mentions the Adventurer Token, then you must discard a card. So after you likely set the token up with your Rite of Aramesir and get this on field, you get to search the omni-negate that you’re likely playing this engine for. We also got a bouncer coming soon to search off this, and I can’t forget to mention you can search the Rite of Aramesir searcher and discard it since it can trigger in grave. The second effect triggers on a monster(s) being Normal/Special Summoned, letting you search for an Equip Spell that mentions the Adventurer Token, or you can straight up equip it to an Adventurer Token you control. So the card can also give you free discard fodder at least, and the discard fodder you search can also reequip after being discarded, so that’s good. The main card you’re using is Dracoback, the Dragon Steed for a bounce. Overall, we got a good card that’s so easy to get on field with the main Token generator to really help finish setting up your engine for the max benefits. Being so easy to get to, you really only need 1 in the engine, but you might run more in the pure Adventurer Token strategy.

Advanced Rating: 4/5

Art: 5/5 It’s time to go, folks!


Mighty Vee
Mighty
Vee

The second component of the diabolic quartet that is the Adventurer Engine, Fateful Adventure is a continuous spell that can be searched simply by activating Rite of Aramesir. Fateful Adventure’s first effect is a soft once per turn, not that you’ll be likely to have multiple on the field in the first place; it protects a monster from being destroyed by battle once as long as it has an equip spell. The protection doesn’t seem like much, but it’s just another layer of debauchery with the Adventurer engine; not only is the token itself difficult to overcome without effects, as 2000 attack and defense match or tower over most normal summoned monsters, but even if you do manage to exceed 2000 attack, it won’t even be destroyed unless you attack it twice (did I mention Fateful Adventure is basically free?)

The main meat of this card is its hard once per turn effects; if you normal or special summon a monster while it’s on the field, you can search for an Adventurer Token equip spell or equip it straight to an Adventurer Token on the field. In a pure build, you’ll probably be grabbing Dunnell, the Noble Arms of Light or Dracoback, the Rideable Dragon since they’re the most useful equips, though the engine always uses Dracoback for the bounce effect. Fateful Adventure’s other effect allows you to discard a card and search any Adventurer Token monster; if you play right, you can just discard the equip you searched and still equip it since all Adventurer Token equips equip themselves upon being discarded. All Adventurer Token monsters can special summon themselves if you control said token, so in a jam you can make a link 2, but you’ll certainly be grabbing Wandering Gryphon Rider, which we’ll discuss later this week. Fateful Adventure grants so much advantage it’s almost disgusting!

Advanced: 4/5

Art: 3.5/5 They look pretty happy.


Dark Paladin's Avatar
Alex
Searcy

Late today, missed yesterday, this time I swear it wasn’t my fault (ask Pojo, who I’ll also thank for his assistance the last couple days.  Fateful Adventure is a Continuous Magic card with a LOT of text on it.  Let’s see…Battle immunity once a Turn to your Monsters with Equip Magics is a good thing.  Better in toolbox types, certainly Warrior types (Noble Knights immediately come to mind) Power Tool Dragon, anything even moderately using Equips should look at this card for that Effect alone.  Getting a Monster card, so long as it mentions ‘Adventure Token’ in it, for dumping a card is a nice enough trade (though you are still -1 of that, at least initially as you have to play this card first).  Plus, the Monster coming from the Deck is cool, and you get to dump ANY card for this.  If a Monster(s) is(are) Normal or Special Summoned, so this counts both players, you can add an Equip Magic, again, mentioning ‘Adventure Token’ from your Deck to your Hand, OR Equip it to an Adventure Token.  Both those Effects can be used once each per Turn.  This card is a lot of fun and can generate some real advantage quickly, so long as you’re playing it right.

Rating:  3.75/5

Art:  4/5  This is the pre-battle pow-wow.  

 


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