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Pojo's VS System Card of the Day

Sorry, we couldn't get images.

  Amulet of Nabu
Cloak of Nabu
Helm of Nabu



Date Reviewed: 07.03.06

Constructed Modern Age Average Rating: 4
Constructed Golden Age Average Rating: 4
Limited Average Rating: 4


Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
 
Jason
Bunch
Amulet of Nabu
Cloak of Nabu
Helm of Nabu

Going into next month's PC Indy, one thing is one every deckbuilder's and player's mind: Fate Artifacts.
DC Modern (Justice League and Infinite Crisis) has almost nothing in the way of equipment hate, and so the Fate Artifacts are going to be all over the place.
Today, we'll be looking at all three Fate Artifacts.

The strategy behind any deck with the Artifacts is to get all three Artifacts on one character, then use that character to smash massive amounts of face. A character with all three Fate Artifacts equipped gains flight, range, and +4/+4, it can't be targeted by your opponent's effects, and it also gains the identity Dr.
Fate. Assuming you equip the Amulet and Cloak first, then when you equip the Helm of Nabu, you'll also be able to draw three cards, then discard three cards.
All three equipment cost 0, and all are
Concealed-Optional, meaning you'll be able to equip them whenever, and to whomever, you want. Considering the massive amount of power these cards have, and the fact that they're all commons, expect the Fate Artifacts to be all over Indy.

To keep the Artifacts from being too out of control, all three pieces are Unique, meaning that you can only have one of each copy in play at any given time.
Before PC San Francisco, there were decks that could use characters with alternate methods of attaching equipment in order to abuse the Fate Artifacts by bypassing the Uniqueness rule. Upper Deck acted quickly and changed the rules on Uniqueness for
equipment:

705.3 As part of attaching a unique equipment to a character, that character's controller puts each other object he or she controls with the same name as that equipment into its owner's KO'd pile. This is not the same as KO'ing those objects.

For instance, if you already have a character in play that is equipped with, let's say Helm of Nabu. If you were to recruit Steel, John Henry Irons, and then use his ability to bring another copy of Helm of Nabu out of the KO'd pile and equip it to himself, then the first Helm would be KO'd.

However, one copy of the Artifacts in play is more than enough of a headache to deal with. There are very few ways to deal with the Artifacts once they're in play. In Silver and Golden Ages, you've got cards like Meltdown, Misappropriation, Jester, Superboy, and Commissioner Gordon. There's nothing like that in DC Modern though. The only way to deal with the Fate Artifacts is to stun the equipped character, then get the character off the board. No Mercy, Death Trap, Removed From Continuity, etc. However, odds are that your opponent will have more copies of the artifacts, so be prepared to do this two or more times in the course of a game. You'll also have to team attack or burn a lot of pumps in order to get past the +4/+4 that the Artifacts give them, as well as any defensive tricks that the opponent has.

In Limited formats, the Artifacts are still good as individual cards, but the odds are a lot harder of getting a complete set, and there are fewer ways to make sure that you get all three cards in hand in order to put the complete set on a character. If you don't have a set, then the best one to play on its own is the Amulet of Nabu. +1/+1 plus Flight and Range is good for a 0-cost equipment, and additional Artifacts will just make it bigger. Cloak of Nabu is good for dodging cards like Watch The Birdie, I Still Hate Magic, and Relentless Pursuit, especially for hidden characters. Helm of Nabu is the most situational of the three, as you'll probably only be able to cycle one or two cards at the maximum, and gaining the Dr.
Fate identity doesn't do much for you. The +1 is negligible, as you can get that from other cards easier.

In short, the Fate Artifacts are going to be a force to be reckoned with for the near future, so be prepared for them. They're easier to deal with in Golden and Silver Age, but DC Modern is where they're going to be at their most dangerous. They aren't a staple for every deck, but any deck that can work them in will have a lot of power at its disposal.

Rating: 4/5
 

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