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Vs. System
Megaman
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Pojo's VS System Card of the Day
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Fate has Spoken
Magic
Card #DCR-178
If you have
played no other plot twists this turn, ready target
character with the name or identity Dr. Fate and
lose endurance equal to its cost.
You cannot play plot twists this turn.
Date Reviewed: 07.07.06
Constructed Modern Age Average Rating: 3.5
Constructed Golden Age Average Rating: 3.5
Limited Average Rating: 3
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Jason
Bunch |
Fate has
Spoken, Magic
(Note: Have any cards you'd like to see
reviewed?
Comments? Recipies? Want to send me Enemy of My
Enemy's? Email me at PojoCOTDJason@gmail.com)
We're (I'm) finishing off Fate Week with a look
at Fate Has Spoken. Obviously, this is going to
be most effective in a deck that runs Dr. Fate,
either the Shadowpact 6 drop or one of the two 8
drops (JSA and JLI/Shadowpact). However, since
the Helm of Nabu gives the equipped character
the identity of Dr. Fate, that character can
benefit from Fate Has Spoken as well. That makes
Fate Has Spoken a decent finisher in any Fate
Artifact deck.
The first thing about Fate Has Spoken (FHS) is
the restriction placed upon its usage. You can't
play it if you've already played plot twists
this turn, and you can't play plot twists after
you've played FHS.
If you've played Squadron No-Hand, you're
familiar with this, as it's the same restriction
put on Other-Earth. If you're using Dr. Fate,
you'll want to have some kind of bonus from
Equipment or Locations, otherwise your opponent
might use some defensive pumps to stonewall the
attack and you'll have no way to retaliate with
your own plot twists. If you're using FHS with a
character that's equipped with the Fate
Artifacts, then you're generally going to be
better off, since you'll be attacking with a
character that's packing +4/+4 and that your
opponent can't target with effects.
There's another small drawback to using FHS,
you'll take a small amount of endurance loss
equal to the cost of the character you readied.
In a Shadowpact deck, that's pretty much par for
the course; you want to get your endurance total
down to enable the team's better abilities. If
you're using FHS on one of the three versions of
Dr. Fate, you're looking at 6-8 endurance.
However, if you're using it on a Fate-equipped
character, you can get by with as little as 4
endurance. It's not that much to pay, and you'll
make it up by dealing a lot more damage to your
opponent, as well as taking a shot at their
board position. Since it's searchable with
Madame Xanadu, it's easier to run in a
Shadowpact build, and that's where it'll mostly
turn up. Still, it's got potential as a rogue
card for any of the many DCMA decks that will
have a set of Artifacts in it.
In Limited, it's not a very good card, to be
honest.
As a rare, you'll likely see only one copy,
whether in a draft or in a sealed pack event. As
such, the possibility of drawing it is low.
Madame Xanadu is a common that can search for
it, which will help a little, but it's still a
risky strategy. It becomes slightly more
playable if you've scored a Helm of Nabu for
your deck. There are only two versions of Dr.
Fate in DCR, and one is a rare, further limiting
your odds of pulling off all of the pieces for
the combo.
Rating: 3/5
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Unearthed Name |
Hey everyone.
This is my first card of the day so bear with
me. Today’s COTD is Fate Has Spoken, a 4
threshold plot twist, able to ready a character
with a Dr. Fate identity (that means either that
character has Dr Fate as name or as his
identity. The good thing about it is, as I
mention before, is its ability to ready a
character with Dr. Fate identity. That means you
can ready a huge character, and without the
drawback of not causing breakthrough. This will
probably game breaking if you equip one of your
biggest characters with Fate artifacts (to be
more specific, helm of nabu), and ready it to
deal the finishing damage, or you can use it to
use a characters effect (Activating Dr light’s
effect twice in a turn, is insane) and usually
that character has additional +4/+4 from the
fate artifacts.
The drawback is that you will be unable to play
another plot twist and it always hurt, and in my
opinion not worth the cost of readying one
character, and lose endurance equal to that
character, although endurance lost will always
be welcomed in a shadowpact deck. I say it’s a
good card in deck focused on Fate engine.
In conclusion, fate has spoken is a good card in
a deck focused on fate artifacts, and dr fate.
The drawbacks are manageable, and in a
shadowpact deck are welcomed. For this, I give
this card
4/5 for constructed
3/5 for sealed (draft it if you you have all the
fate artifacts. If you don’t have ‘em, don’t)
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Greg |
Fate has
Spoken
If you have played no other plot twists this
turn, ready target character with the name or
identity
Dr. Fate and lose endurance equal to its cost.
You cannot play plot twists this turn.
Infinite Crisis (DCRVS)
Fate has spoken, a very interesting card, you
need to have played no plot twists this turn and
can
not play any this turn to activate, if so ready
Dr. Fate and lose endurence to his cost, now if
Dr. Fate
is straped with artifacts, another nice attack
for 12+ can come in handy and be very efective
mid-end
game. Teching this in a Dr.Fate deck would be
interesting, but not being able to play a needed
plot
twist mid-end game could hurt you. Try it out
for fun, and use it for Dr.Fate Straped with
Artifacts, you
can deal a massive end game attack with.
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