Spell
NormalDraw of Fate
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If your LP are lower than your opponent's and your opponent controls a monster with the highest ATK on the field (even if it's tied): Reveal 3 cards with different names from your Deck, place them on top of your Deck in random order, then draw 1 card. For the rest of this turn after this card resolves, you cannot Set Spells/Traps, also you can only activate one more card or effect. You can only activate 1 "Draw of Fate" per turn.
Draw of Fate — Power Evaluation
Final Score: 44 ± 8 · Confidence: Medium
- Intrinsic: 44 · Deck: 44 · Meta: provisional
- Primary role: Searcher/Tutor · Secondary: Utility
Why it scores here
Draw of Fate converts a single draw into a choice of up to three named cards from the Deck, but only when the controller's LP is lower than the opponent's and the opponent controls the highest-ATK monster. That condition is a hard gate, so the card is dead whenever the controller is ahead on LP or lacks the ATK condition, and it does nothing without it. The 79-deck sample (72% of decks in one gameplay type) shows the card is consistently played, mostly in Exodia lists, but that inclusion reflects a generic staple slot rather than intrinsic power, so it was not used to raise the score. The post-resolution Set lock and single-activation restriction are modest tempo costs and move Deck by -2.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 40 | Draws 1 card only when the LP and highest-ATK conditions hold, and it is run in 79 of 79 sampled decks at about 1.8 copies each (observed); the gate limits reliability (inferred). |
| Combo & Conversion | 30 | No combo boards were supplied, so the card's conversion is inferred from text alone: it gives one chosen-name draw and no board presence (inferred). |
| Resource Economy | 60 | Nets +1 card when the condition is met, with no cost; the top-3 reveal is a card-quality gain rather than advantage, so the score sits at a moderate level (verified text, inferred value). |
| Effect & Interaction | 5 | Has no negation, removal or hand-trap reach (verified from card text). |
| Material Utility | 10 | A Spell, so it cannot be used as material and has no body (verified from card type). |
| Resilience & Flexibility | 35 | A Spell that can be negated, with no recovery and no redundancy beyond multiple copies in Exodia-style lists (inferred). |
| Deck-Building Efficiency | 60 | A single slot with no garnet or lock beyond the self-lock on Set Spells/Traps, which applies only after it resolves (verified text, inferred cost). |
Calculation
Weight profile: 0.7 Searcher/Tutor + 0.3 Utility. Intrinsic ≈ 44, Deck ≈ 44, Meta = provisional. Modifiers: Self-restriction after resolution (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Live draw plus random choice among up to three named cards when the LP and highest-ATK conditions hold.
- Cheap single slot that is consistently included in the sampled decks.
- Costs no resources, so a successful activation nets one card.
Weaknesses
- Dead when the LP condition or the highest-ATK condition is not met, which includes most states where the controller is ahead.
- Post-resolution Set lock and single-activation restriction limit the rest of the turn.
- Little interaction or board presence; it is a card-quality effect, not a conversion engine.
Counters / choke points
- Opponent keeps LP at or above the controller's LP, or does not hold the highest-ATK monster, so the condition fails.
- Spell negation or cheap disruption on the activation.
Best use
Conditional draw and chosen-name search in decks that run it as a staple. Decks: Exodia, Heroic, Egyptian God, Jinzo, Gadgets, Greed, Shark, Numeron. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: conditional on LP lower than the opponent's and the opponent controlling the highest-ATK monster; reveal 3 different-name cards, place them on top in random order, then draw 1.; Card text: once per turn; no Set Spells/Traps for the rest of the turn after resolution; can activate one more card or effect.; Card is a Spell with no ATK, DEF or link values.; Sample: 79 decks run it, 1.82 copies on average.
- Observed: Exodia-family archetypes account for about 30% of the sampled decks (24.1% plus 6.3%).; Exodia Forbidden One pieces co-occur in 68.4% of the sampled decks.
- Inferred: Net effect is one card of advantage when the condition is met, with the top-3 reveal acting as a chosen-name search.; The condition makes the card dead in most game states where the controller is ahead.; No combo evidence, so combo conversion is text-only.
- Data gaps: No combos supplied; combo conversion is text-only inference. No guides supplied. No banlist token; assumed 3 copies (unlimited). No usage statistics (StatisticsCard); archetype inclusion inferred from the deck sample only. No rulings supplied for the 'highest ATK' tie or the random-order placement. Gameplay-type IDs (7, 6, 4) are not mapped to format names in the evidence.






