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Pojo's FMA Card of the Day
MILLER |
The
Philosopher's Stone is a mystical item that
grants its users near limitless power, the
ability to ignore the law of equivalent
exchange. The Elric Brothers had searched for
it, and they found it. However, this card
clearly is underpowered for being "The
Philosopher's Stone", the only real bonus he
gets is having command equal to his alchemy.
Don't get me wrong, thats not bad, but it seems
a little less than what the Philosopher's Stone
would be capable of. I'm fairly certain it was a
fairness issue that is the reason he is how he
is.
While I'm not an advocate of Alphonse Elric as a
leader anymore, I will say this guy did boost
his playability. Being able to drop 12 cost
allies at level 3 is pretty good, and sometimes
dropping 2-3 of your regular allies a turn is
pretty nifty as well. He also has the built in
Quick Alchemy: 3, and that is always good for an
alchemy based deck, you fix him with an At the
Gate to give him Quick Alchemy: 5, you will be
set for that.
In sealed, his playability is nearly
non-existent, as level 3s are generally, and
will generally, never be a big part of that
format. In constructed his is far superior to
Honest and Honorable, but relatively equal to
Seven Feet of Trouble, but since The
Philosopher's Stone is such a hard card to find
until Seven Deadly Sins comes out, I suggest
Seven Feet of Trouble.
Sealed: 2/5 He is a level 3, if you can get
there, cool, but even then you won't have much
alchemy boosting to get higher command.
Constructed: 4.5/5 Here is easy to get to, easy
to use, and not so easy to get a hold of.
|
Lionhart |
Alphonse Elric,
The Philosopher's Stone
Leader
Command: *
Level: 3
Faction: Elric
Sprit.Hero
Rarity: Transmute Preveiw
Set: Alchemist's Gate
Str: 6
Wit: 4
Alc: 8
Quick Alchemy: 3
Alphonse Elric's command is equal to his
alchemy.
"Yes, that's right boy. He finished it. Now the
very thing you've been searching for is attached
to your soul." - Lust
Lionhart week continues as we reveiw Alphonse
Elric, The Philosopher's Stone. Now he's a weird
one, his command is equal to his alchemy. His
alchemy is 8 right off the bat. Which is highest
for a level 2. His QA is nice, but that's all he
offers. I mean you can equip a pair of
Alchemist's Gloves and an Alchemist Cadeceus,
which gives him +3 alchchemy and +1 wit, giving
him a grand total of 11 command. That's the
lowest for a level 4, but considering he has
only one (released, Light on His Feet being 12
command) level 4 being 11 command, it ain't bad
I guess. He's good but not as good as the
almighty Seven Feet of Trouble. If you were
playing ally control/swarm (which is highly
doubted in Elric, most likely rebel) then I
guess he's playable. Other than that, he's nice
to look at, shiny, pretty, ect, but at the end
of the day, not worth it.
Alphonse Elric, The Philosopher's Stone gets a
3.5 out of 5.
|
Haven |
Alphonse Elric,
The Philosopher's Stone
Elric
* Command
Level 3
Spirit—Hero
6 / 4 / 8
Quick Alchemy: 3
Alphonse Elric's command is equal to his
alchemy.
Props to the person who thought up of this card,
I love the whole idea. Trever McGregor showcased
an Al deck including this. There's a picture on
his blog with him having 16+ allies on his side
of the field. To see how playable this is lets
look at where his alchemy is going to be at once
he hits level 3.
If you just took an Al deck and stuffed this in,
he'd probably be hitting level 3 at 10-11
alchemy. That's slightly above average command
for a level 3. However in a dedicated deck, you
would run a lot of attachments boosting alchemy,
as well as ways to fetch them (Winry, Al,
Skilled Alchemist, etc). In these decks I could
easily see 14+ command. Imagine dropping 2
allies a turn =).
Only problem I have about this is that you
aren't in control of the game until you reach
level 3.
Rating: 3/5 (Fun Concept, Quick )
|
Darktaro |
Alphone Elric,
The Philospher’s Stone
Elric
* Command
Level 3
Spirit-Hero
6 / 4 / 8
Quick Alchemy: 3
Alphone Elric’s command is equal to his alchemy.
Well let’s take a look at this card which has
the potential for some pretty massive ally
advantage. If you were to attach all the biggest
alchemy boosting attachments and have Trisha
Elric, Supportive Mother out, it is possible to
get his command up to 18 meaning you can drop
all those 10 and 11 cost allies with enough
command left over to drop those 7 and 8 cost
allies in the same turn. This puts you at a huge
ally advantage not to mention leaves you with
enough alchemy to take on any opponent with a
Quick Alchemy: 3 to help out in the other stats.
However, I think this card works better in
casual play then competitive because of a few
drawbacks it has. If you put too many high cost
allies in a deck you may end up with many missed
drops because you can’t play them until level 3.
Second, because this card is based on alchemy
boosts, a well placed Prison Guards or Aflame
can destroy your hard work in a flash. Third, if
you don’t end up pulling many of your
attachments its effect is useless.
Pros:
-Has the potential for huge ally advantage
-Gives you access to high cost out of faction
allies
-It’s a shiny transmute card
Cons:
-The strategy can be easily disrupted
-Must survive until level 3 before you can get
the effect
-Very hard to get
Sealed: 4/5-If you get Al as your starter play
this card for the fact that it is a level 3.
Constructed: 3/5-It can drop a lot of huge
allies, but for more reliability, you may want
to stick with Honest and Honorable instead.
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