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From: Sean Handy [mailto:andro_sphinx@yahoo.com]
Sent: Saturday, April 01, 2006 5:44 PM

Subject: fma tips
The McShake Alchemist



Hey just gonna submit some of the Shakezilluh, the Mcshake Alchemist's tips and combos. . .

Tip #1 Deck thinning never hurt anyone, or did it?

Most people want to run as much card draw as they can and they take out actually helpful cards. Don't just cram 3 quickdraws, 3 do our biddings, 3 marin, curious girls, and the mores just for the deck thinning, when you run out of cards, they're gone, and if you don't have cards left in your deck, you don't lose like in most card games, you just don't have a deck, and that means, for the rest of the game, you're stuck with the current hand, and your leader can't level up. . .

Tip #2 Self plusses aren't near as good as opposing minuses

Most people don't understand why I run Intimidation rather than gunslinging, the armstrong technique or self helps, well the main reason is that when you give yourself plusses and your opponent's stats might be lower but are still rather large, they can just play intimidation or some minus and completely ruin your work, while, if you pu a minus on your opponent's Roy mustang, state alchemist from 4 wits to 2 via Intimidation, I doubt they'll be desperate enough to lose 4 cards out of they're hand (3 Equivalent cards + the intimidation) to win 1 battle.

Combo #1 Lessons from the past x2

This is just a random infinite combo my friend found and really wishes that there was some point to it, like a card that got +1 to a stat of choice every time you had priority during the main or something.

Combo #2 Claire Schoolteacher + Claire Nurse

This combo speaks for itself, Use the Schoolteacher to draw a card and pitch a mob, and use the nurse to ressurrect it, pretty simple, and the combo is in the scar precon, which could easily beat some decks in constructed that I've seen brfore, not like pushover decks either, it is just a sick precon. . .

Combo #3 Alphonse Elric - Demon Armor + Automotive

Just use the armor to send one of your opponent's allys home, use the automotive to bring al back, kill one of your opponent's allys, then use al to send a 3rd one home. . .

Combo #4 Woohoo! x2, no allys left in deck (not a card), quickdraw/more x2, daring the unspeakable

Use the daring the unspeakable and mill your own deck away and then use the first woohoo to put a woohoo, quick draw, and the best card in your deck or the card needed most, then use the first x2 draw card and then get two of three cards (best card, more/quickdraw, or woohoo!) and then even if you don't draw the really good card, then you can just draw some more with the card draw thing that you would have draw in its place. It's just a really good thing in red water, and this combo help make the rule that only allows you to draw 8 cards a turn because someone made a deck that would use this with red water fever, red water poison and some other things that would stop your opponent from putting allys in the search party, meaning your oppoent can't win anything. . .

 

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