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From: Sean Handy [mailto:andro_sphinx@yahoo.com]
Sent: Sunday, March 26, 2006 12:57 PM

Subject: deck list and tips for fma - The McShake Alchemist



Hey my name is Sean Handy and I am the McShake Alchemist

I just thought that it is about time some people learn about the cookie cutter of Full Metal Alchemist.

It is a deck with Roy mustang as its leader and it bases around stalling and using the master manipulator to make a quick and easy win. Used to this deck was impossible to make because the MM was only a Movie strip chase out of premiere, but now the deck is getting easier to build because the Manipulator was in the TRansmutation binder that can be bought for 50$ as conventions w/ joyride staff members attending. . .

Anyway, without further ado, here is the decklist for Admin/Manipulator stall.



Leaders

Roy Mustang - NAtural LEader

Roy Mustang - Administrator

Roy Mustang - Master Manipulator

Roy Mustang - Man who would be king



I'm a person who likes to give summaries about what I put in the deck, this deck is used to draw cards and stall until the cards that you need are on the board and in your hand. The Natural Leader just speeds up the process of drawing the cards and gives your opponent less time to prepare for the worst. . . The administrator is one of the main things that started this deck, it just helps stall, the main thing that I've found give this deck trouble is Cheap Envy where the deck uses Envy - Vain to play expensive allies at cheap costs with the recruit cost reduction, other than that though, the raising the recruit costs messes with a lot of decks. The Master Manipulator, aaahhh, where to start, this thing brings back memories. . . This is easily the best card in the game, for those who don't know what it does, it is a 9 command, 5 strength, 6 wits, and 7 alchemy with Main Alchemy 10: Exchange the current location with one in your victory pile. The reason that this card is so broken is because you could run a lot of locations that have 3 and 4 clue points and when they are exchanged, the amount of clue points in your victory points could be raised. The man who would be king really isn't that necessary unless your opponent uses Envy - 1000 faces when the manipulators effect is useless.



Locations

Dueling Ground

Yousewell Inn

Arcane Prison

Empty Fountain

Parish Church

Rockbell Automail

Alter to Leto

Belsio's plantation/Trapped Hallway

Library Ruins



Okay, some of the locations need explaining, Dueling ground for the reason that I said earlier, that you can exchange it for something cheap in your victory pile. Yousewell inn is self expanatory, Arcane Prison because the deck that I think gives this one the most trouble is Envy Cheap drop. Empty fountain is probably the most self explanatory. Parish Church because it helps stall. Rockbell Automail because it deck thins and helps give more card advantage. Alter to leto because the only thing that this deck doesn't have very much of is, well, nothing, this deck is based around a little bit of everything, so this card doesn't really hurt anything, and I can just choose the thing that my opponent's deck is based around. The Plantation/Hallway thing is because I'm not sure on a ruling if you get the point boost if your manipulator in plantation, but if not, then the trapped hallway just helps get to more preferred location. The library ruins because it can be helpful in almost no matter what situation, also, if there isn't anything that is really needed, you can always search out a More! and draw some non wits stuff. . .

Starting characters

Vato Flaman - Plainclothesman

Policeman - Citizeno f Linter

Elysia Hughes - Beloved Newborn

I think the Policeman speaks for itself but the other two need some explaining the Falman is because prioirity never hurt anyone, except the person who didn't get it, of course, and the Elysia hughes because it is good roy food. . .

Other Allys 22

Denny Bloch - Easily Bored x3

Vato Falman - Warrant Officer x2

King Bradley - Always on Duty x2

Yoki - Corrupt Leautenant x2

Riza Hawkeye - Sharpshooter x2

Elysia Hughes - Beloved Newborn x1

Security Guard - New Recruit x2

Maes Hughes - Superspy x2

Maes Hughes - Aggressive x2

Policeman - Citizen of Linter x2

Heymans Breda - Cynophobe x2

Okay, the Blochs are for stall, the Falmans are for draw power, The Bradley, since you won't be able to recruit as much anyway just helps a little, the corrupt leautenant is just broken and belongs in every military deck because if your opponent has some beef, then you can just send it back and not have to worry about the thing.

Hawkeye is self explanatory in a Roy deck, the Beloved newborn for the same reason that it's a starting character and because +4 strength isn't such a bad thing. The security guard because it helps the worry about intimidation, the 0 cost -2 AH trinity, or any nasty little things that you don't want. Maes hughes - because he's a hero and lets you use rough exp and gives another reason to run elysias, the aggressive because he is one of the best common military allys out there and the superspy so there won't be any suprises. The Policeman is self explanatory, but helps get to the admin and MM faster, the Breda so of you sacrifice something that becomes helpful later, you can have it the next turn by using the Breda, and if you EE an ally then you can get it back with him.

Attachements x8

State Alchemist's watch x2

Elysia Monolith x2

Alchemic Gun x2

Armstrong Familiy Gloves x2

The watch is just so wondeful, it also makes the MM a little bit more scary than before, the monolith because card draw is a really good thing, the Alchemic gic because Gun+watch = - 5 to everything *shudders*, and the gloves because if you plan to get your lvl 3 or higher out early, this is a staple, MM+watch+gloves+gun=OMG I am going to have nightmares for weeks.

Advantages 4

Lead by example x2

Escalation x2

The escalation is self explanatory but with the monolith being so expensive, it could become harder to put strong allys in the search party w/out it.

Events 26

Reflection x3

Armostrong Technique x3

More! x3

Quickdraw x3

REinforcementsx3

Lessons from the past x2

Do our bidding x2

Rough Experience x2

Clue for the search x2

Absorption x3

Okay, Reflection because it make EE-ing much easier when you know that your not losing anyhting, the technique because it makes EEing easier when you have to pitch less cards, more! and quickdraw are self explanatory, Reinforcements, in militarym should be a no-brainer, Lessons from the past because there is alot of extra exp in this deck so it helps more than usual, Do our bidding is and easy choice because everyone uses more, and anyone not using homunculi are using quickdraw. Rough EXP because getting to LVL 2/3 leader is an absolute essential, Clue because when you are in a pinch and think you might lose the location, than change it to something that stalls or something that isn't that bad to lose like Parish church. Absorption because there is so much EXP gain that it won't hurt that much at all.

So there is my Roy mustang MM/Stall, just send me an E-mail of what you think of it to me, I know it's not the best, I don't even own some of the cards for it, but my friends and I proxy decks before we try to trade for the cards and realize that the cards dodn't work how we thought they would but I'm getting off the subjet to, that's the way the Military Crumbles,

The McShake Alchemist

 

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