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Vs. System

Pojo's VS System Card of the Day

  Dr. Fate - Kent Nelson

Card #DJL-047


Date Reviewed: 02.08.06

Constructed Modern Age Average Rating: 2.25
Constructed Golden Age Average Rating: 2
Limited Average Rating: 1.75

Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.


Dr. Fate - Kent Nelson

Dr. Fate is a rather interesting 8-drop. You see not only is he a JLI character, but he belongs to Shadowpact as well. Perhaps this is UDE's way of providing a little teaser before the next DC set this summer. Then again who really knows when it comes to UDE. Dr. Fate is a slightly sup-par 8-drop with states of 17/17, however he does have flight and range. I feel that this character is more about providing an excellent defense strategy than anything else. He gives all characters adjacent to him evasion and invulnerability, making it hard for your opponent to affect you without going after Dr. Fate first. This is where his cosmic ability comes in handy. Being able to take away 8 attack from an attacker means your opponent is going to have to swing in with everything they have. He has a really large willpower that makes him a great addition to any willpower deck, however his loyalty makes him completely un-splashable. The fact that he is a reservist is nice, since you never know when you will need to stick him in your resource row.

DCMA constructed- 2.5/5.0 ..Dr. Fate's loyalty restrictions keep him out of decks where he would be most viable.

GA constructed - 2.0/5.0 -ditto

Limited - 1.5/5.0 -Loyalty, loyalty, loyalty.
Dr. Fate, Kent Nelson

Funny thing about 8 drops, they don't go in every deck. First of all, you really want to end games on or before turn 7 if you can, so an 8 drop is a dead card in hand. Decks that run 8 drops are specialty decks, like Phoenix Force in X-Stall, Kyle Rayner/Mogo in G Lock, Dr. Doom in a Gamma Doom deck, etc. If you're going to splash an 8 drop in your deck, it had better be better than Apocalypse, because Apoc ends games.

This brings us to today's card: Dr. Fate. Other than R&D wanting to put every keyword in the game onto one card, what does playing Dr. Fate accomplish? Well, he's a Reservist, so he can sit quietly in your resource row all game. Concealed-Optional lets you decide whether to let him soak up some damage or leave him hidden to swing back on an exhausted board.
Willpower 8 ties him with Mogo as the highest printed Willpower in the game, but JLI isn't a Willpower team.
His Cosmic ability is decent, forcing your opponent to overpump his guys to avoid getting hosed by a -8 ATK. His Leader ability is can also save you some damage if your opponents choose to take out the supporting characters before making a run at him. We won't know whether he's any good in a Shadowpact build for three months or so, and the best JLI decks are either the 4 resource build, or teamed up with JLA.
So that leaves us with a 17/17 with flight and range, which isn't shabby on its own. However, although he has a lot of abilities, none of them are as gamebreaking as an Apoc, Starro, Cosmic Spidey, Silver Surfer, etc.

In Limited, 8 drops are a risky pick. Your focus should be winning early, and taking powerful mid game characters to insure against missing a drop. Some 8 drops are worth it, but most aren't. This one isn't.

Rating: 2/5
Sith Dragon Dr Fate
8 drop
concealed - optional
willpower 8

cosmic: remove a cosmic counter from Dr Fate------>Target attacker or defender gets -8 ATK this attack.

Leader: characters adjacent to Dr Fate have invulnerability and evasion.

I think this card is one of the best cards you will never see. All of his stats are solid, but being a JLI 8 drop with loyalty means either you are playing JLI curve, which this team wasn't meant to do, or you are running a team-up curve. If its with JLA, Manhunter is a better card. But the reservist is nice

Willpower 8 means this guy can live huge off of cards like Wall of Will or satellite HQ (if teamed with JLA). Most games wont go to turn 8, but if they do and you get this guy out, then being able to lower an attacker or defender's attack to -8 is huge. Either you are not going down or their attack will need a lot of pumps to get over his defense. You just better hope they are not sitting on a counter terrorism.

If people are unable to attack him first, then the evasion and invulnerability can be nice if they are trying to a ton of damage on a smaller guy, but most will look to take Dr Fate out first.

I really like this card, but i don't think it will ever see much play because of the loyalty to a team designed to be four resources and lower.

"Are you threatening me, Master Jedi?"

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