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Pojo's FMA Card of the Day


 

  

Warehouse 13

Reviewed:
April 13, 2007

Ratings
Constructed: 3.60
Limited: 3.80

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all our 
Card of the Day Reviews.


Crenshinibon

 

Warehouse 13 is the strongest card we will be reviewing this week, and in more than one way. The card itself is very flavorful, which is great when it refers to what is obviously my favorite episode.

Anyway, in terms of playability, Warehouse 13 has a lot of potential.
Although most military leaders are double-threat, this is a great location for a balanced Military deck. In addition, its inability to be targetted can help ensure that it remains the last location, which should give Military decks an advantage. Additionally, it goes to the person with the most remaining characters, and military's ability to drop every turn (and double drop in some rare cases usually involving Rank and File) go hand in hand with that. In short, it's playable, and a Military staple depending on the leader (I recommend Alex Louis Armstrong).

In limited, it's a solid location since it lets you abuse whatever attribute you want, but its high point cost could be risky. It depends on the deck, really. I'm going to go ahead and give it an inbetween rating because of its changing playability.

Ratings:
Constructed: 3.75/5
Limited: 3/5

Darktaro

Today's card is Warehouse 13, a location with a very interesting goal which is to have the most people at the end of the search party. Being 3 points this location is great for those decks that want to win quickly. The location is a triple threat attack so certain Military decks would like this location since they could fight on it. Rebel mob decks would like this location as well with mob recursion cards such as Limitless Numbers and Claire, Nurse and all the strength battle changers. Send home cards such as Evacuate the Wounded love this location as well.

Also this location can punish decks that sacrifice many allies on turn 1. Imagine this coming up turn 1 or 2 against an Elric deck that starts Trisha, Fletcher and Policeman. After sacrificing policeman they may only be left with a bunch of weak allies that they are not willing to risk battling with and there's a free 3 points. This card can backfire throughout the game however as it could come up after you've lost a particularly large amount of allies. All in all this location can have a double-edge. If you're really trying to win fast through Catch the Train or some other means, it is a 3 point location so it defintely does help.

Constructed:3/5-Be careful of pump heavy decks when you use this location.
Sealed: 4/5-Dirt Blanket and Roy Heavy Handed make good use of this location.
lonedothacker

Wednesday

 

Today we go on with another strange card, so I dub it strange card week. Welcome to Warehouse 13!

 

Warehouse 13 3 Points Central City

Battle: Strength-Wits-Alchemy

Goal: Special

The player with the most characters in a search party during the victory step wins the location. This location cannot be targeted.

 

 

Well, for those who know me this card is from my favorite episode set so auto kudos. For those familiar with the episode, the military makes a thorough search on Warehouse 13 so that Kain has a safe path to walk home at night. It scares most of Roy's group until Roy himself leads the group on an investigation.

 

Anywho what's this have to do with the location? Basically who makes the best use of this location. Military has It covered, their Front Line Soldiers(strength), their strategist(Wits) and of course the mobile artillery the State Alchemist(alchemy) so they already have grounds to fight here. Any deck opposing the military often is bested in at least 1 of the battle types. Homoncs will fail at Alchemy a majority of the time, Rebels lack Wits and Elrics aren't the biggest brawn fighters. This isn't to say there aren't times each faction can't get around their weakness, its just we have to accept they are there.

 

The ending sentence of "This location cannot be targeted," makes for interesting games. If the location is decided as this and it will win someone the game, its typical to try and move it away. Due to the last bit of text we have, that's not going to happen.

 

Now Kain and company had to convince Roy to come along, which leads to the last reason Military can love the location. If you've been trading blows and have equal characters Military can bring a trump down, Mobilization, which can bring in a few extra characters to take the goal.

 

Constructed- 3/5 Solid location for a Triple Threat, more solid if that deck happens to be a Military deck.

Sealed- 4/5 Zerging is a bit easier as you want to constant drop, and having the odd stat(Alchemy)  gives you an easy ride time to time, if you can stay at least 1 character ahead.  

 

retched

Ok continuing another week of cards from Seven Deadly Sins, lets take a look at the dreaded Warehouse 13.

3 Point Location
Battle: Strength * Wits * Alchemy
Goal: Special

The player with the most characters in a search party during the victory step wins the location. This location cannot be targeted.

Plain and simple. I like this card. There's no unbalanced goal, it can't be targeted by effects like Rose Thomas (Apostate) and Alphonse Elric ("The Fullmetal Alchemist") or any other similar effects. So basically you're stuck here. So how do you win? During the Search phase but before recovery, simply have more characters in your search party. AKA Knockout as many people as possible. This location encourages all out melees. I love this card simple. The only time I don't like this card, is when you're on the receiving end and you have no pumps on the field or in your hand.

To the numbers...

Constructed: 4/5. Again, this card isn't too bad. You have a copy? Play it. Already have nine locations? Screw it.. put this one in anyway.

Limited: 4/5. For a three point location it isn't too bad to play.

Grab some chalk and slap some hands.

Paul / retched

The “Steel Talon Alchemist”

Warehouse 13

3 point location

All 3 battle types

Victory Condition: Have the most character left in the search party at the victory step.

Location cannot be targeted

 

This card has some potential in a deck that is well rounded. The best factions would either be Elric or Military since each one of these have a good assortment of cards with 2 heavy stats. Since it can’t be targeted you won’t have to worry about those location switchers. All around I have to say it’s a great 3 point location. Design your deck to have a stable assortment of stats and you could really hurt your opponent.

 

Final Score

Constructed 4/5

Limited 3/5

 

The “Steel Talon” Alchemist

 

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