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Pojo's VS System Card of the Day

  Dr. Fate's Tower

Card #DCR-177

When you flip Dr. Fate's Tower, you may discard a card. If you do, search your deck for a Fate Artifact card, reveal it, put it into your hand, and shuffle your deck.

Backup: Activate >>> Transfer all equipment on a character you control to another character you control. Use this power only during the build phase.


Date Reviewed: 07.05.06

Constructed Modern Age Average Rating: 3.5
Constructed Golden Age Average Rating: 3.5
Limited Average Rating: 3.5

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

 
Jason
Bunch
Dr. Fate's Tower

Well, after Monday's dissertation on the Fate Artifacts, we're taking a look at Dr. Fate's Tower, an integral support card in the Fate Artifacts (or,
Fate-O-Tron) strategy.

Dr. Fate's Tower has two abilities. The first activates when the Tower is first flipped, allowing you to discard a card and search your deck for a Fate Artifact. Other equipment search is out there; both versions of Blue Beetle come to mind, but it never hurts to have another way to fetch one. Besides, you'll want the Tower around for its second ability too. During the build phase, you can Activate the Tower in order to take all of the equipment attached to one of your characters and transfer it to another
one. This way, you can keep transfering the Fate
Artifacts to your biggest character every turn, making it nearly impossible for your opponent to stun the equipped character. Having to do this in the build phase means no fancy combat tricks, like attacking with one Fate-d out character, then using the Tower to switch it all to another character and then swing in with them. The good news is, since it doesn't specify "your" build phase, you can wait and see what your opponent recruits and how they form up before deciding who to transfer your Artifacts to. In addition, it works with any equipment, so you can attach any equipment to a smaller character and then keep moving that equipment up the curve to benefit your bigger guys. This works especially well in a Good Guys build in order to keep the Nth Metals on the characters who need it most. It works well with Flamethrower too; equip it to a small drop, exhaust that character to burn for 5, then activate the Tower to give it to a larger character who can use the +5 ATK.

In Limited, Dr. Fate's Tower is a good card to include in a Sealed deck. You'll usually pull one or two Artifacts, so you'll be able to search one out whenever you're able to flip the Tower. JSA builds love it because they can move T-Spheres around to the character that needs it the most. In Draft, it's not a very high pick, but worth picking up mid to late in a pack. If you pull Artifacts early, it's value goes up slightly. If you go the Checkmate route, it's a good location to use to empower Brother Eye, as well as being able to move Tricked Out Sports Car and Knight Armor around. Drop Ahmed on 3, use him to grab a Tower, use the Tower to grab Cloak of Nabu, and you have a beatstick who can't be targeted by opponent's plot twist effects. Not too shabby.

In short: Dr. Fate's Tower is a must have for any deck running the Fate Artifacts. Being able to choose who has the Artifacts equipped on every turn is a huge advantage and will force your opponent to make some difficult choices.

Rating: 3.5/5

Coming Friday: Fate Has Spoken...and he usually says "Game Over".


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