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Vs. System

Pojo's VS System Card of the Day

  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.

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
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.
xstreamzero Dr. Fate
Lord of Order
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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