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Pojo's FMA Card of the Day
Crenshinibon
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Challenge the
Sun:
Previously Challenge the Sun was arguably the
most powerful and widely played event in the
game. Making character kill decks actually
possible, it was capable of plowing the way to a
turn one win when used with cards like Gluttony,
Big Fists and By the Order of the Fuhrer. It
made any deck with high strength more powerful,
and generally gave Elric players a hard time.
Since the errata was issued, the power level of
Challenge the Sun has greatly dropped, but it
still remains a powerful and useful card.
Although its text has been made similar to the
unpopular Alchemist's Duel, it is actually much
stronger. With the wide array of characters with
toughness that have come out in Seven Deadly
Sins, and the advantage Seven Deadly Sins
itself, you can easily avoid your own character
defeating in the process without spending any
extra cards.
Additionally, since so many characters have
strength, it's much easier to use on any target
you want, and with so many good pumps in the
game, it should be easy to win the battle
provided you aren't staring down an Antique
Armor.
There are several decks that can still
effectively use Challenge the Sun. The first is
Zealots. Zealots should have large numbers of
toughness thanks to Rose Thomas, Holy Mother,
Righteous Fervor, and Martyr. Zealots also have
a ton of built-in pumps that they can get from
other allies, and the level one Rose herself, so
Zealots really shouldn't be losing a CTS battle
any time soon. Most rebel decks can also still
utilize of Challenge the Sun, just probably not
in the same quantities. Homunculus decks,
especially those with a sin leader, can still
make good use of Challenge he Sun thanks to
Seven Deadly Sins (the advantage, not the set,
although the pumps in the set help as well I
suppose). Overall, Challenge the Sun should
still see a large amount of play in a variety of
decks.
Limited: 3/5 (it's much harder to pull off, but
it definitely can still be worth it.)
Constructed: 3.5/5 (It's still a powerful card,
but it really isn't as powerful as it once was).
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Darktaro |
We finish up
the week of errata with many people's either
love it or hate it card, Challenge the Sun.
Since it's induction in Premier this card was
sought out for and for good reason. With the
ability to take out your opponent in the main
phase you could combine this with locations such
as Police Station, Ishbal Ruins or with The
Armstrong Family Gloves to ensure that on
locations that you couldn't win, you could still
do a lot of damage.
Now the errata has changed a lot of this. The
new errata now only lets the character playing
the card battle someone with equal or higher
strength. What this means is that you will have
to use a pump or a battle changer to avoid being
defeated yourself. What this also means is that
since you must battle someone with equal or
higher strength, if you naturally have high
strength it may be hard to find targets to
battle. Rebel characters in particular might
have a hard time finding targets, after all not
everyone can have 6 strength for your Milita to
fight against.
Ironically with the errata CTS now helps out
factions that previously might not have
considered running it. Elric in particular can
find plenty of uses with this now. With
naturally low strength they can easily find
targets to battle against and since many Elric
alchemy decks run Alchemist Showdown, it becomes
easy to change the battle to something they
easily cannot win. Even better, have Tim Marcoh,
Renegade use it with a Lyra's Pendant in play
and you can change the battle to Alchemy for
free. And then use Growing Up to pull it back to
hand. The new Rose leader can find plenty of
uses for CTS with Zealots and all their fun
abilities with toughness.
If anything the cards we've reviewed this week
all share one common theme. The errata has
lessen it's versatility, making it less of a
"staple" card, but in no way does it make it
obsolete, now for all of them you just have to
find the right way and strategy to use it.
Sealed:4/5-A great surprise in sealed,
especially if you can pull it very early game.
Constructed:3/5-Main phase kill is still a very
strong strategy.
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