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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... |
State
Alchemist
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 |
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
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