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From: Sean Handy [mailto:andro_sphinx@yahoo.com]
Sent: Saturday, April 01, 2006 5:44 PM
Subject: fma tips
The McShake Alchemist
Hey just gonna submit some of the Shakezilluh, the Mcshake
Alchemist's tips and combos. . .
Tip #1 Deck thinning never hurt anyone, or did it?
Most people want to run as much card draw as they can and
they take out actually helpful cards. Don't just cram 3
quickdraws, 3 do our biddings, 3 marin, curious girls, and
the mores just for the deck thinning, when you run out of
cards, they're gone, and if you don't have cards left in
your deck, you don't lose like in most card games, you just
don't have a deck, and that means, for the rest of the game,
you're stuck with the current hand, and your leader can't
level up. . .
Tip #2 Self plusses aren't near as good as opposing minuses
Most people don't understand why I run Intimidation rather
than gunslinging, the armstrong technique or self helps,
well the main reason is that when you give yourself plusses
and your opponent's stats might be lower but are still
rather large, they can just play intimidation or some minus
and completely ruin your work, while, if you pu a minus on
your opponent's Roy mustang, state alchemist from 4 wits to
2 via Intimidation, I doubt they'll be desperate enough to
lose 4 cards out of they're hand (3 Equivalent cards + the
intimidation) to win 1 battle.
Combo #1 Lessons from the past x2
This is just a random infinite combo my friend found and
really wishes that there was some point to it, like a card
that got +1 to a stat of choice every time you had priority
during the main or something.
Combo #2 Claire Schoolteacher + Claire Nurse
This combo speaks for itself, Use the Schoolteacher to draw
a card and pitch a mob, and use the nurse to ressurrect it,
pretty simple, and the combo is in the scar precon, which
could easily beat some decks in constructed that I've seen
brfore, not like pushover decks either, it is just a sick
precon. . .
Combo #3 Alphonse Elric - Demon Armor + Automotive
Just use the armor to send one of your opponent's allys
home, use the automotive to bring al back, kill one of your
opponent's allys, then use al to send a 3rd one home. . .
Combo #4 Woohoo! x2, no allys left in deck (not a card),
quickdraw/more x2, daring the unspeakable
Use the daring the unspeakable and mill your own deck away
and then use the first woohoo to put a woohoo, quick draw,
and the best card in your deck or the card needed most, then
use the first x2 draw card and then get two of three cards
(best card, more/quickdraw, or woohoo!) and then even if you
don't draw the really good card, then you can just draw some
more with the card draw thing that you would have draw in
its place. It's just a really good thing in red water, and
this combo help make the rule that only allows you to draw 8
cards a turn because someone made a deck that would use this
with red water fever, red water poison and some other things
that would stop your opponent from putting allys in the
search party, meaning your oppoent can't win anything. . .
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