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					Pojo's FMA Card of the Day 
						 
                          
                            | 
								Darktaro | The last 
								advantage we are looking at this week is Suicide 
								Charge. One of the group of new cards that 
								involves sacrificing characters as the cost. It 
								has the potential to be great, sac'ing a 2-3 
								cost mob for a +3 to all attributes pump. 
								Problem is with sacrificing you're not going to 
								be able to do it every turn, so you're going to 
								have to save it for when you absolutely need it. 
 A couple of other good things with this card, it 
								can make your opponent very paranoid about your 
								mob characters potentially wasting an attack to 
								take out a weak mob character. It naturally 
								combos with a great mob card Claire, Nurse to 
								make sure that there's always a mob back every 
								turn to use it with. Also Mahjal, Zombie Master 
								would love this card.
 
 However, it's still a 2 cost advantage that you 
								need to recruit and as said before, you never 
								know how reliable it really is going to be. And 
								outside of Zombie Master, sacrificing people 
								every turn can lose you some serious tempo.
 
 Constructed: 2/5-Outside of a purely mob deck, 
								it's gonna have very limited uses. Put pumps in 
								instead.
 |  
                            | lonedothacker | Friday Suicide Charge 2 cost advantage
 Battle Strength Sacrafice an ally: Target 
								character gets +3 to each attribute.
 
 Rebel love at its best. A mob deck done right 
								may end up with their leader possibly defending 
								in something other then strength, but it should 
								be seldom. Raw Fire Power, Fight on my Terms, 
								Bitter Memories, Test of Might, etc all give 
								Rebels access to their strength. However should 
								your resources run thin, a character may be in a 
								close battle. Through a series of pumps you may 
								just be able to pull it out. Lost mobs aren't a 
								huge draw back when you toss Claire, Nurse into 
								the equation.
 
 My only real beef comes with the placing of the 
								colon. It comes after sacraficing an ally. 
								Should it get cancelled, you lose the ally with 
								no gain. Claire may bring him back but with no 
								gain I'd hate losing my mob. Alot of reviews 
								from me will lose points for an oddly placed 
								colon. I've ruled cards out of my deck due to 
								the colon placement.
 
 Final Words: Best used in rebel mob fights, 
								anywhere else its iffy. The effect can be killer 
								giving you that last little "Oomph" to put you 
								over the top.
 
 Constructed: 2/5 Many points lost for me seeing 
								it as useful in only one deck type. However 
								potent it may be I can't just give it a rating 
								for one deck.
 
 Sealed/Limited: 1/5 depends on you getting mobs, 
								besides the last location I'll take the number 
								of guys I have to beat yours over the numbers on 
								them
 
 ~lonedothacker
 |  
                            | 
								Paul Lee 
								Williams III  | Friday - 
								Suicide Charge 
 Hello everyone to Friday. I'm retched here today 
								with Friday's Card of the Day. Wrapping at 
								Sacrifice Advantage Week, let's take a look at 
								Frank Archer randomly wailing on military men in 
								Suicide Charge.
 
 Advantage: Cost 2
 
 BATTLE STRENGTH Sacrifice a mob ally: Target 
								character gets +3 to each attribute.
 
 Now only if this card read, 'Each Mob character 
								gets...' then it would be ridiculously broken 
								and Mob's would run the field but I guess this 
								way is more balanced. Now if you're not running 
								Mob's or not running more than 10 allies as 
								mob's, or any mobs for that matter... This card 
								shouldn't be in your deck. Move on to Monday's 
								card of the card.
 
 But if you're running that Claire or if you're 
								running that Scar leader, and you can get ten or 
								more allies on the field... Definitely run this 
								card. Since this card gives your character a +3 
								bonus to each attribute, this card and Momentum 
								(double a bonus received) will devastate any 
								opponent on any playing field. Attack with Scar 
								(3), Life on the Run. Sacrifice a Mob (Claire), 
								Activate Momentum.... So now you're attacking 
								with a 14 Strength, 12 Wits, 14 Alchemy leader 
								and this is before you get a chance to add any 
								additional pumps. And since you're playing with 
								Scar, Life on the Run, your opponent can't 
								reduce your bonus. So yeah, that's looks pretty 
								bad. By itself, the card can still do something 
								but only when it's run in the right deck.
 
 Let's go to the numbers.
 
 Constructed: 3.75/5. Just shy of making it a 
								great card would be if it applied to all mobs as 
								a 'All your Mob allies get...' Still a good card 
								if being used in a good Mob deck.
 
 Limited: 2/5. If you're not that fortunate to 
								get any mobs, or not enough Mobs and other 
								allies, you should pass on placing this in your 
								deck until you get to play it in a constructed 
								event...
 |  
                            |   
								StateAlchemist
 Evan
   | Review for 
								suicide charge: 
 As if the rebels didn't have enough useful 
								advantages, suicide charge could very well find 
								itself in the company of raw firepower, mob 
								mentality, tandem attack (for zealots), and 
								deadly secret as a useful mob advantage. If you 
								ask me, however, it's not quite as useful as the 
								others I mentioned. The glaring thing in my mind 
								is that this effect lasts for only one battle. 
								There is even a chance that your opponent may 
								have another pump or maybe an exhaustion which 
								would make this sacrifice in vain, which could 
								be a big blow depending on the ally you 
								sacrificed.
 It just seems to me that, if you feel dead-set 
								on being able to sac your mobs, there are better 
								alternatives. Deadly secret's double draw may 
								well be more useful than this effect if it gives 
								you a powerful card.
 Also, it hurts that a mob killed this way can't 
								be used by nurse to bring a militia back, or go 
								to limitless numbers. Finally, if you have the 
								card sacrifice, then waiting and drawing three 
								cards could be way bigger news than getting +3 
								for one battle.
 
 In summation, I think that mob allies are better 
								spent elsewhere.
 Getting +3 to each attribute is indeed pretty 
								huge, but an out the window should essentially 
								fill the same function. Basically, instead of 
								using suicide charge, plan on manipulating 
								battles so that your best attrib. (probably 
								strength if you're running mobs) is used most of 
								the time. Otherwise, if you have to sac, use it 
								to draw as opposed to MAYBE winning one battle.
 
 Constructed: 2.5/5 Could be useful, but space in 
								your deck and your allies themselves can be used 
								in better ways
 Sealed: 1.5/5 It may come in handy once or 
								twice, but you likely won't have more than a 
								couple mob allies anyway.
 
 -SAEvan
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                            | 
								The “Steel 
								Talon Alchemist” | 
								The final 
								Sacrifice advantage for the week is Suicide 
								Charge 
								  
								A two cost 
								advantage that allows you to sacrifice one of 
								your many mob allies to give another character 
								+3 to any attribute. This sounds like a 
								no-brainer for Rebel decks. After all if your 
								playing your drops right you can have a mob army 
								by turn two, turn one if you pull your Angry Mob 
								by your first draw. Then you still have enough 
								left over to drop the advantage and depending on 
								what leader your using you’ll still have enough 
								for another 1 or 2 cost ally drop. After that it 
								simply search, sack and repeat until you’re 
								pounding the opponent into the ground. 
								 
								  
								In limited 
								there are 6 allies that are mobs. 3 of these are 
								Rebel, 1 Elric, 1 Homunculus and 1 Military. So 
								providing you pull the level 3 rose and a level 
								1 and 2 Hohenheim or a level 2 XE Greed in your 
								sealed booster then this set up will work. But 
								that depends wholly on pulling several key rares 
								in your boosters. Now in Draft I can see this 
								setup appearing more frequently but it would 
								still be very tough to pull off.  
								  
								Now if you 
								just wanted to splash in the few mobs that you 
								pulled with this card and not go as much detail 
								with them this would work much better. Renegade 
								Soldiers would be the best splash since they are 
								a 3 cost and paying the extra one with your 
								leader wouldn’t be too much trouble. Plus since 
								it’s a common card you’ll see more of them in 
								both sealed booster and draft formats. 
								  
								Final 
								Score 
								
								Constructed: 3.5/5 
								If you 
								play Rebel here’s a great inclusion for any 
								game, if you play other factions I wouldn’t use 
								it you’re better off getting a different 
								advantage that is more tailored to your deck. 
								  
								Limited: 
								2/5 
								The setup 
								is far too complex in Limited with too few mobs 
								to warrant an all out mob deck for this card. 
								Splashing it in is feasible but don’t go into 
								the draft with this plan unless you are 
								incredibly lucky with your pulls. 
								  
								The “Steel 
								Talon” Alchemist |  |