Draw of Fate
Spell Normal

Draw 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.




 
 
AI Power Analysis
Searcher/TutorConfidence: MediumEvaluated Oct 9, 2026
44± 8/ 100
Power Score
Intrinsic 44
Deck 44

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.











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