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Vs. System
Megaman
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Pojo's VS System Card of the Day
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Dr. Fate, Lord of Order
Card #DCR-009
When Dr. Fate
comes into play, you may search your deck and KO'd
pile for up to three Fate Artifact cards, reveal
them, put them into your hand, and shuffle your
deck.
Date Reviewed: 07.20.06
Constructed Modern Age Average Rating: 2
Constructed Golden Age Average Rating: 2
Limited Average Rating: 2
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Jason
Bunch |
Dr. Fate,
Lord of Order
Well, what is there to say about Dr. Fate, Lord
of Order? Well, the number of decks that play an
8 drop that aren't named GLOCK is fairly low.
20/20 with Flight and Range is average for an 8
drop. I don't know how often you'd really want
to play him concealed, since you'll be getting
hosed for a ton of damage. His effect is nice
though, you're guaranteed a full set of
Artifacts in hand once he comes into play. From
there, you can decide which of your characters
to equip with the set. Make Dr. Fate bigger, or
make your 6 or 7 drop bigger, either way, you're
going to be doing a lot of damage this turn.
If you're going to run him, you'll want to toss
in a copy or two of Fate Has Spoken, although
it's doubtful that you'll be able to afford the
endurance cost for the effect that late in the
game. Since he's JSA affiliated, you can use the
Artifacts to give your smaller drop a boost,
then also take advantage of the boosts given by
the Mr. Terrifics. You can use a Helm equipped
character to enable some of the identity-based
tricks that JSA brings to the table.
In Limited...well, he's an 8 drop. There's not
much of a drawback in running an 8 drop, as
sometimes you'll both miss a drop or two, and
thus have to play the extra turn. You can get
just about as much value out of running an extra
7 drop though. This one is rare, and you
probably won't see him much past 7th or 8th in a
pack, since someone will eventually take him if
the rest of the pack doesn't offer anything
else.
It'd be nice if he was a Reservist though, so
that he'd be doing something more useful than
clogging up your hand for the first 7 turns of
the game. The effect would be fairly useful if
you managed to score a set of Artifacts or a
copy of Fate Has Spoken, but honestly if you
drop an 8 and your opponent doesn't, you're
winning the game. Well, unless you're awful.
Then it doesn't matter what you're running. And
you probably didn't get to turn 8 in the first
place.
Rating: 2/5
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Lupus |
Dr Fate: Lord of Order
An 8 drop for JSA... waitaminute.. Isn't that
the team with all the little guys, who are good
at combat up the curve, who have hardly any
stall... Well it's a fun and flavourful card
anyway, and at least if you get to 8 and drop
him, good ol' Dr Fate will be worth the 8
resource points. Just on his own, this Dr Fate
is a 20/20 with Flight and Range, which seems to
be a standard size nowadays for an 8 drop. He
has willpower 4, which is strange as it is lower
than the other 8 drop version of him, but you
still won't be using it anyway. Concealed
Optional is nice, but concealing an 8 drop is
very risky, you'll probably be taking too much
damage to make it worth concealing him. His main
ability however to 'call' his artifacts to him
is the main reason to play him, although the
loose wording on his ability may lead to some
possible combo. The artifacts jump into your
hand, so you don't have to play them on Dr Fate,
if you play them on someone else, then there
will be two Dr Fates in play and you can use
cards such as Double Play. You also get 3 Fate
Artifact cards, not one of each, so if you
already have the Amulet and Cloak, you can get 3
Helms and cycle through your deck 9 cards.
Constructed Rating: 2 out of 5. If you're
planning for turn 8, he's not terrible, though
there are better in all ages.
Limited Rating: 2 out of 5. If you can build a
defensive deck that kills on 8, any 8 drop will
usually do, so this one will do.
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xstreamzero |
Dr. Fate
Lord of Order
JSA/8/20/20
Flight and Range
Concealed-Optional, Willpower 4
When Dr. Fate comes into play, you may search
your deck and KO’d pile for up to three Fate
Artifact cards, reveal them, put them into our
hand, and shuffle your deck.
And this is the JSA Dr. Fate. For an 8 drop,
he’s pretty beefy for 20/20, flight and range.
Those stats alone make it a good 8 drop. You can
conceal him if you want and he has some
willpower in case you want to do…something.
But the effect is what people play him for. You
get three Fate Artifacts, meaning card advantage
right then and there. Secondly, you could use
them to power up Dr. Fate even more, as if he
wasn’t powerful enough. Dr. Fate might as well
just say 24/24, draw three cards, discard three
cards, and he can’t be the target of plot
twists. Talk about a super 8 drop.
DC Modern: It could actually be useful here. If
you get to turn 8… 3/5
Silver Age: If you play against GLock, X-Stall,
maybe… 2/5
Golden Age: Ha ha, no. 1/5
Overall: 2/5
We all know how good the Fate Artifacts are. So
good that no one uses them in relation to Dr.
Fate at all (except maybe the 6 drop Fate). It’s
too bad no one will use this outside the casual
deck.
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