Sunday, July 17, 2011

The Luck of the Draw

Today's topic is the Good Fortune trio of events, which can make you feel very lucky, indeed!

1 - Good Fortune (4th Edition, 120/500)

This event is a staple of any Spellfire deck. The only acceptable reason not to run this card in one of your 10 event slots is that you don't own one. At any time, Good fortune lets you draw five cards. Since this happens at event speed, it can be used even before spells or powers take effect. Be warned, however: Good Fortune is always the target of event-countering cards, especially in a multi-player game. But if it goes off, you'll be feeling the luck of the Irish as you peruse your fat, fat hand.
 
2 - Unusually Good Fortune (Forgotten Realms chase, 11/25)
This event is even better than Good Fortune. When played on any player's event (except your own), it grants you three free cards. Not bad...and not many opponents will waste a Limited Wish or Intercession on this card. When played on Good Fortune, however, this event becomes truly brutal. The opponent who played Good Fortune draws no cards, and you get five instead. Talk about a counterspell! Now, with such a narrow effect, Unusually Good Fortune would be relegated to a Caravan Raiders-like level of uselessness, but that three-card draw first power makes it primo instead. I run one of these babies in my tournament deck, and I've never regretted it. As I always say, card advantage is everything in Spellfire.

3 - Insanely Good Fortune (Millenium, 47/99)
This brings us to the last member of this little triumverate, Insanely Good Fortune. This card is awesome, and not just because I co-created it for the Millenium sticker set (though that's definitely part of the reason I love it). Insanely Good Fortune can be used at any time to negate an opponent's helpful event (like the original Good Fortune, for example). Not a bad counter, as Spellfire players can always use another card that stops events. The second power rarely sees play, but when it does, it's a doozy. If an opponent plays Unusually Good Fortune, and you have Insanely Good Fortune in your hand, the effect is dramatic. The UGF is cancelled, and instead both players draw six cards. So far, so good...but then your opponent has to discard down to two cards, while you get to keep all six! You now have the fattest hand imaginable, and your opponent is about ready to pack it in and concede.

I have to admit that I've never seen the second power of the IGF go off. Have you? If so, tell me about it in the comments.

Next Time: The top 3 clerics.

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