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Fan Tips
From: Sean Handy [mailto:andro_sphinx@yahoo.com]
Sent: Sunday, March 26, 2006 12:57 PM
Subject: deck list and tips for fma - The McShake Alchemist
Hey my name is Sean Handy and I am the McShake Alchemist
I just thought that it is about time some people learn about
the cookie cutter of Full Metal Alchemist.
It is a deck with Roy mustang as its leader and it bases
around stalling and using the master manipulator to make a
quick and easy win. Used to this deck was impossible to make
because the MM was only a Movie strip chase out of premiere,
but now the deck is getting easier to build because the
Manipulator was in the TRansmutation binder that can be
bought for 50$ as conventions w/ joyride staff members
attending. . .
Anyway, without further ado, here is the decklist for
Admin/Manipulator stall.
Leaders
Roy Mustang - NAtural LEader
Roy Mustang - Administrator
Roy Mustang - Master Manipulator
Roy Mustang - Man who would be king
I'm a person who likes to give summaries about what I put in
the deck, this deck is used to draw cards and stall until
the cards that you need are on the board and in your hand.
The Natural Leader just speeds up the process of drawing the
cards and gives your opponent less time to prepare for the
worst. . . The administrator is one of the main things that
started this deck, it just helps stall, the main thing that
I've found give this deck trouble is Cheap Envy where the
deck uses Envy - Vain to play expensive allies at cheap
costs with the recruit cost reduction, other than that
though, the raising the recruit costs messes with a lot of
decks. The Master Manipulator, aaahhh, where to start, this
thing brings back memories. . . This is easily the best card
in the game, for those who don't know what it does, it is a
9 command, 5 strength, 6 wits, and 7 alchemy with Main
Alchemy 10: Exchange the current location with one in your
victory pile. The reason that this card is so broken is
because you could run a lot of locations that have 3 and 4
clue points and when they are exchanged, the amount of clue
points in your victory points could be raised. The man who
would be king really isn't that necessary unless your
opponent uses Envy - 1000 faces when the manipulators effect
is useless.
Locations
Dueling Ground
Yousewell Inn
Arcane Prison
Empty Fountain
Parish Church
Rockbell Automail
Alter to Leto
Belsio's plantation/Trapped Hallway
Library Ruins
Okay, some of the locations need explaining, Dueling ground
for the reason that I said earlier, that you can exchange it
for something cheap in your victory pile. Yousewell inn is
self expanatory, Arcane Prison because the deck that I think
gives this one the most trouble is Envy Cheap drop. Empty
fountain is probably the most self explanatory. Parish
Church because it helps stall. Rockbell Automail because it
deck thins and helps give more card advantage. Alter to leto
because the only thing that this deck doesn't have very much
of is, well, nothing, this deck is based around a little bit
of everything, so this card doesn't really hurt anything,
and I can just choose the thing that my opponent's deck is
based around. The Plantation/Hallway thing is because I'm
not sure on a ruling if you get the point boost if your
manipulator in plantation, but if not, then the trapped
hallway just helps get to more preferred location. The
library ruins because it can be helpful in almost no matter
what situation, also, if there isn't anything that is really
needed, you can always search out a More! and draw some non
wits stuff. . .
Starting characters
Vato Flaman - Plainclothesman
Policeman - Citizeno f Linter
Elysia Hughes - Beloved Newborn
I think the Policeman speaks for itself but the other two
need some explaining the Falman is because prioirity never
hurt anyone, except the person who didn't get it, of course,
and the Elysia hughes because it is good roy food. . .
Other Allys 22
Denny Bloch - Easily Bored x3
Vato Falman - Warrant Officer x2
King Bradley - Always on Duty x2
Yoki - Corrupt Leautenant x2
Riza Hawkeye - Sharpshooter x2
Elysia Hughes - Beloved Newborn x1
Security Guard - New Recruit x2
Maes Hughes - Superspy x2
Maes Hughes - Aggressive x2
Policeman - Citizen of Linter x2
Heymans Breda - Cynophobe x2
Okay, the Blochs are for stall, the Falmans are for draw
power, The Bradley, since you won't be able to recruit as
much anyway just helps a little, the corrupt leautenant is
just broken and belongs in every military deck because if
your opponent has some beef, then you can just send it back
and not have to worry about the thing.
Hawkeye is self explanatory in a Roy deck, the Beloved
newborn for the same reason that it's a starting character
and because +4 strength isn't such a bad thing. The security
guard because it helps the worry about intimidation, the 0
cost -2 AH trinity, or any nasty little things that you
don't want. Maes hughes - because he's a hero and lets you
use rough exp and gives another reason to run elysias, the
aggressive because he is one of the best common military
allys out there and the superspy so there won't be any
suprises. The Policeman is self explanatory, but helps get
to the admin and MM faster, the Breda so of you sacrifice
something that becomes helpful later, you can have it the
next turn by using the Breda, and if you EE an ally then you
can get it back with him.
Attachements x8
State Alchemist's watch x2
Elysia Monolith x2
Alchemic Gun x2
Armstrong Familiy Gloves x2
The watch is just so wondeful, it also makes the MM a little
bit more scary than before, the monolith because card draw
is a really good thing, the Alchemic gic because Gun+watch =
- 5 to everything *shudders*, and the gloves because if you
plan to get your lvl 3 or higher out early, this is a
staple, MM+watch+gloves+gun=OMG I am going to have
nightmares for weeks.
Advantages 4
Lead by example x2
Escalation x2
The escalation is self explanatory but with the monolith
being so expensive, it could become harder to put strong
allys in the search party w/out it.
Events 26
Reflection x3
Armostrong Technique x3
More! x3
Quickdraw x3
REinforcementsx3
Lessons from the past x2
Do our bidding x2
Rough Experience x2
Clue for the search x2
Absorption x3
Okay, Reflection because it make EE-ing much easier when you
know that your not losing anyhting, the technique because it
makes EEing easier when you have to pitch less cards, more!
and quickdraw are self explanatory, Reinforcements, in
militarym should be a no-brainer, Lessons from the past
because there is alot of extra exp in this deck so it helps
more than usual, Do our bidding is and easy choice because
everyone uses more, and anyone not using homunculi are using
quickdraw. Rough EXP because getting to LVL 2/3 leader is an
absolute essential, Clue because when you are in a pinch and
think you might lose the location, than change it to
something that stalls or something that isn't that bad to
lose like Parish church. Absorption because there is so much
EXP gain that it won't hurt that much at all.
So there is my Roy mustang MM/Stall, just send me an E-mail
of what you think of it to me, I know it's not the best, I
don't even own some of the cards for it, but my friends and
I proxy decks before we try to trade for the cards and
realize that the cards dodn't work how we thought they would
but I'm getting off the subjet to, that's the way the
Military Crumbles,
The McShake Alchemist
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