By Brian Durkin
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The only monsters with the Fate effect. |
Return of the Fallen adds cards with the new keyword fate. Learn these cards and what each fate effect does. Askara of Fate allowing you to draw an extra card could change what you can acquire or defeat. Be careful not to lay down your entire hand because you could draw a Temple Librarian off of Askara of Fate and now you cannot use it.
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The two heroes with Fate and the two constructs with Fate. |
Same goes for Arbiter of Fate. Playing Militia just to play it could cost you the opportunity of banishing it out of your hand. Stone Circle usually will help you decide which card in the center row to banish with an effect, because your opponents could use their Mystic before you with an effect to draw extra cards. Keep in mind that when acquiring constructs you might put one of them into your hand if Reclamax comes out.
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Snapshot of your opening hand and center row for Today’s Challenge |
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I just wanted to note that I do consider Kythis as a fate card, but not for the subject matter of this article. His effect just enables a free slaying of a monster or acquiring of a card. Even if someone banishes him with an effect, the card still hits the center row instead of the void. I agree that he could receive errata stating he has fate, but it doesn't affect the game like Rat King or the other fate cards because they give immediate bonuses or effects.
I would banish a Militia, kill the Giant Rat that's covering Wolf Shaman and acquire that. I don't think there is a better play no matter what your opponent has in hand. The other play I'd consider is to not banish your Militia and free up the Mechana Initiate with the extra power to give your opponent the opportunity to hang himself by drawing multiple cards in the center row (giving you more options for your next turn). This is a better short term play because you'll have extra Militias to get rid of rats, but now that one Rat King has entered play it's unlikely you'll see another one any time soon. On the long term I like banishing the Militia better. The cards that are still covered aren't that great so the odds are that you'll get better options in the slots that were freed up by you and your opponent. Note though that banishing your Militia telegraphs the fact you have a 3/2 hand so your opponent will play with that in mind.If your opponent has 5 Apprentices he's now in trouble. If he has 4 he probably can't get rid of his Militia this turn so you'll either be up in card quality (he doesn't banish anything) or he has to purchase something horrible. I think your opponent will likely not ban anything and take the Arbiter in that case (he can banish more stuff with it later so it's not a big loss).If your opponent also starts with a 3/2 hand he'll likely also banish a Militia so he's stuck with mediocre cards.In any case the Wolf Shaman play puts your opponent in a tough spot while you start with an excellent, lean deck.
Where are you getting 125 cards from? Wouldn't it be 165, 100(main set)+65(expansion)+promos?