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Vs. System

Pojo's VS System Card of the Day

  Fate has Spoken

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.

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
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)
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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